#version 310 es precision mediump float; struct Uniforms { uvec2 aShape; uvec2 bShape; uvec2 outShape; }; layout(binding = 0) buffer Matrix_1 { uint numbers[]; } firstMatrix; layout(binding = 1) buffer Matrix_2 { uint numbers[]; } secondMatrix; layout(binding = 2) buffer Matrix_3 { uint numbers[]; } resultMatrix; layout(binding = 3) uniform Uniforms_1 { uvec2 aShape; uvec2 bShape; uvec2 outShape; } uniforms; void tint_symbol(uvec3 global_id) { uvec2 resultCell = uvec2(global_id.y, global_id.x); uint dimInner = uniforms.aShape.y; uint dimOutter = uniforms.outShape.y; uint result = 0u; { for(uint i = 0u; (i < dimInner); i = (i + 1u)) { uint a = (i + (resultCell.x * dimInner)); uint b = (resultCell.y + (i * dimOutter)); result = (result + (firstMatrix.numbers[a] * secondMatrix.numbers[b])); } } uint index = (resultCell.y + (resultCell.x * dimOutter)); resultMatrix.numbers[index] = result; } layout(local_size_x = 2, local_size_y = 2, local_size_z = 1) in; void main() { tint_symbol(gl_GlobalInvocationID); return; }