#version 310 es precision mediump float; struct DrawIndirectArgs { uint vertexCount; }; layout(binding = 5) buffer DrawIndirectArgs_1 { uint vertexCount; } drawOut; uint cubeVerts = 0u; struct tint_symbol_1 { uvec3 global_id; }; void computeMain_inner(uvec3 global_id) { uint firstVertex = atomicAdd(drawOut.vertexCount, cubeVerts); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void computeMain(tint_symbol_1 tint_symbol) { computeMain_inner(tint_symbol.global_id); return; } void main() { tint_symbol_1 inputs; inputs.global_id = gl_GlobalInvocationID; computeMain(inputs); }