#version 310 es precision mediump float; shared mat2x3 v; void tint_symbol(uint local_invocation_index) { { v = mat2x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); } barrier(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol(gl_LocalInvocationIndex); return; }