#version 310 es struct Inner { float scalar_f32; int scalar_i32; uint scalar_u32; uint pad; vec2 vec2_f32; ivec2 vec2_i32; uvec2 vec2_u32; uint pad_1; uint pad_2; vec3 vec3_f32; uint pad_3; ivec3 vec3_i32; uint pad_4; uvec3 vec3_u32; uint pad_5; vec4 vec4_f32; ivec4 vec4_i32; uvec4 vec4_u32; mat2 mat2x2_f32; mat2x3 mat2x3_f32; mat2x4 mat2x4_f32; mat3x2 mat3x2_f32; uint pad_6; uint pad_7; mat3 mat3x3_f32; mat3x4 mat3x4_f32; mat4x2 mat4x2_f32; mat4x3 mat4x3_f32; mat4 mat4x4_f32; vec3 arr2_vec3_f32[2]; }; struct Inner_std140 { float scalar_f32; int scalar_i32; uint scalar_u32; uint pad; vec2 vec2_f32; ivec2 vec2_i32; uvec2 vec2_u32; uint pad_1; uint pad_2; vec3 vec3_f32; uint pad_3; ivec3 vec3_i32; uint pad_4; uvec3 vec3_u32; uint pad_5; vec4 vec4_f32; ivec4 vec4_i32; uvec4 vec4_u32; vec2 mat2x2_f32_0; vec2 mat2x2_f32_1; mat2x3 mat2x3_f32; mat2x4 mat2x4_f32; vec2 mat3x2_f32_0; vec2 mat3x2_f32_1; vec2 mat3x2_f32_2; uint pad_6; uint pad_7; mat3 mat3x3_f32; mat3x4 mat3x4_f32; vec2 mat4x2_f32_0; vec2 mat4x2_f32_1; vec2 mat4x2_f32_2; vec2 mat4x2_f32_3; mat4x3 mat4x3_f32; mat4 mat4x4_f32; vec3 arr2_vec3_f32[2]; }; struct S { Inner arr[8]; }; struct S_std140 { Inner_std140 arr[8]; }; layout(binding = 0, std140) uniform ub_block_std140_ubo { S_std140 inner; } ub; mat2 load_ub_inner_arr_p0_mat2x2_f32(uint p0) { uint s_save = p0; return mat2(ub.inner.arr[s_save].mat2x2_f32_0, ub.inner.arr[s_save].mat2x2_f32_1); } mat3x2 load_ub_inner_arr_p0_mat3x2_f32(uint p0) { uint s_save_1 = p0; return mat3x2(ub.inner.arr[s_save_1].mat3x2_f32_0, ub.inner.arr[s_save_1].mat3x2_f32_1, ub.inner.arr[s_save_1].mat3x2_f32_2); } mat4x2 load_ub_inner_arr_p0_mat4x2_f32(uint p0) { uint s_save_2 = p0; return mat4x2(ub.inner.arr[s_save_2].mat4x2_f32_0, ub.inner.arr[s_save_2].mat4x2_f32_1, ub.inner.arr[s_save_2].mat4x2_f32_2, ub.inner.arr[s_save_2].mat4x2_f32_3); } void tint_symbol(uint idx) { float scalar_f32 = ub.inner.arr[idx].scalar_f32; int scalar_i32 = ub.inner.arr[idx].scalar_i32; uint scalar_u32 = ub.inner.arr[idx].scalar_u32; vec2 vec2_f32 = ub.inner.arr[idx].vec2_f32; ivec2 vec2_i32 = ub.inner.arr[idx].vec2_i32; uvec2 vec2_u32 = ub.inner.arr[idx].vec2_u32; vec3 vec3_f32 = ub.inner.arr[idx].vec3_f32; ivec3 vec3_i32 = ub.inner.arr[idx].vec3_i32; uvec3 vec3_u32 = ub.inner.arr[idx].vec3_u32; vec4 vec4_f32 = ub.inner.arr[idx].vec4_f32; ivec4 vec4_i32 = ub.inner.arr[idx].vec4_i32; uvec4 vec4_u32 = ub.inner.arr[idx].vec4_u32; mat2 mat2x2_f32 = load_ub_inner_arr_p0_mat2x2_f32(uint(idx)); mat2x3 mat2x3_f32 = ub.inner.arr[idx].mat2x3_f32; mat2x4 mat2x4_f32 = ub.inner.arr[idx].mat2x4_f32; mat3x2 mat3x2_f32 = load_ub_inner_arr_p0_mat3x2_f32(uint(idx)); mat3 mat3x3_f32 = ub.inner.arr[idx].mat3x3_f32; mat3x4 mat3x4_f32 = ub.inner.arr[idx].mat3x4_f32; mat4x2 mat4x2_f32 = load_ub_inner_arr_p0_mat4x2_f32(uint(idx)); mat4x3 mat4x3_f32 = ub.inner.arr[idx].mat4x3_f32; mat4 mat4x4_f32 = ub.inner.arr[idx].mat4x4_f32; vec3 arr2_vec3_f32[2] = ub.inner.arr[idx].arr2_vec3_f32; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol(gl_LocalInvocationIndex); return; }