#version 310 es float tint_workgroupUniformLoad(inout float p) { barrier(); float result = p; barrier(); return result; } shared float arg_0; void workgroupUniformLoad_7a857c() { float res = tint_workgroupUniformLoad(arg_0); } void compute_main(uint local_invocation_index) { { arg_0 = 0.0f; } barrier(); workgroupUniformLoad_7a857c(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(gl_LocalInvocationIndex); return; }