#version 310 es precision mediump float; layout (binding = 0) buffer SB_1 { int data[]; } tint_symbol; struct tint_symbol_3 { uvec3 id; }; void tint_symbol_1_inner(uvec3 id) { tint_symbol.data[id.x] = (tint_symbol.data[id.x] + 1); } layout(local_size_x = 1, local_size_y = 2, local_size_z = 3) in; void tint_symbol_1(tint_symbol_3 tint_symbol_2) { tint_symbol_1_inner(tint_symbol_2.id); return; } void main() { tint_symbol_3 inputs; inputs.id = gl_GlobalInvocationID; tint_symbol_1(inputs); }