#version 310 es shared mat2x3 v; void tint_symbol(uint local_invocation_index) { { v = mat2x3(vec3(0.0f), vec3(0.0f)); } barrier(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol(gl_LocalInvocationIndex); return; }