#version 310 es precision mediump float; struct Inner { ivec3 a; int b; uvec3 c; uint d; vec3 e; float f; mat2x3 g; mat3x2 h; ivec4 i[4]; }; layout (binding = 0) buffer S_1 { Inner arr[]; } s; struct tint_symbol_2 { uint idx; }; void tint_symbol_inner(uint idx) { ivec3 a = s.arr[idx].a; int b = s.arr[idx].b; uvec3 c = s.arr[idx].c; uint d = s.arr[idx].d; vec3 e = s.arr[idx].e; float f = s.arr[idx].f; mat2x3 g = s.arr[idx].g; mat3x2 h = s.arr[idx].h; ivec4 i[4] = s.arr[idx].i; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void tint_symbol(tint_symbol_2 tint_symbol_1) { tint_symbol_inner(tint_symbol_1.idx); return; } void main() { tint_symbol_2 inputs; inputs.idx = uint(gl_LocalInvocationIndex); tint_symbol(inputs); }