#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; void tint_symbol(uint idx) { s.arr[idx].a = ivec3(0, 0, 0); s.arr[idx].b = 0; s.arr[idx].c = uvec3(0u, 0u, 0u); s.arr[idx].d = 0u; s.arr[idx].e = vec3(0.0f, 0.0f, 0.0f); s.arr[idx].f = 0.0f; s.arr[idx].g = mat2x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); s.arr[idx].h = mat3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); ivec4 tint_symbol_1[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0)); s.arr[idx].i = tint_symbol_1; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol(gl_LocalInvocationIndex); return; }