#version 310 es precision mediump float; vec3 Bad(uint index, vec3 rd) { vec3 normal = vec3(0.0f); normal[index] = -(sign(rd[index])); return normalize(normal); } layout (binding = 0) buffer S_1 { vec3 v; uint i; } io; struct tint_symbol_2 { uint idx; }; void tint_symbol_inner(uint idx) { io.v = Bad(io.i, io.v); } 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); }