#version 310 es layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void unused_entry_point() { return; } layout(binding = 0, std430) buffer a_block_ssbo { uvec4 inner; } a; void tint_symbol() { int tint_symbol_2 = 1; a.inner[tint_symbol_2] = (a.inner[tint_symbol_2] - 1u); a.inner.z = (a.inner.z - 1u); }