#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]; }; layout(binding = 0, std430) buffer S_ssbo { Inner arr[]; } sb; void assign_and_preserve_padding_sb_arr_X_arr2_vec3_f32(uint dest[1], vec3 value[2]) { { for(uint i = 0u; (i < 2u); i = (i + 1u)) { sb.arr[dest[0]].arr2_vec3_f32[i] = value[i]; } } } void tint_symbol(uint idx) { sb.arr[idx].scalar_f32 = 0.0f; sb.arr[idx].scalar_i32 = 0; sb.arr[idx].scalar_u32 = 0u; sb.arr[idx].vec2_f32 = vec2(0.0f); sb.arr[idx].vec2_i32 = ivec2(0); sb.arr[idx].vec2_u32 = uvec2(0u); sb.arr[idx].vec3_f32 = vec3(0.0f); sb.arr[idx].vec3_i32 = ivec3(0); sb.arr[idx].vec3_u32 = uvec3(0u); sb.arr[idx].vec4_f32 = vec4(0.0f); sb.arr[idx].vec4_i32 = ivec4(0); sb.arr[idx].vec4_u32 = uvec4(0u); sb.arr[idx].mat2x2_f32 = mat2(vec2(0.0f), vec2(0.0f)); sb.arr[idx].mat2x3_f32 = mat2x3(vec3(0.0f), vec3(0.0f)); sb.arr[idx].mat2x4_f32 = mat2x4(vec4(0.0f), vec4(0.0f)); sb.arr[idx].mat3x2_f32 = mat3x2(vec2(0.0f), vec2(0.0f), vec2(0.0f)); sb.arr[idx].mat3x3_f32 = mat3(vec3(0.0f), vec3(0.0f), vec3(0.0f)); sb.arr[idx].mat3x4_f32 = mat3x4(vec4(0.0f), vec4(0.0f), vec4(0.0f)); sb.arr[idx].mat4x2_f32 = mat4x2(vec2(0.0f), vec2(0.0f), vec2(0.0f), vec2(0.0f)); sb.arr[idx].mat4x3_f32 = mat4x3(vec3(0.0f), vec3(0.0f), vec3(0.0f), vec3(0.0f)); sb.arr[idx].mat4x4_f32 = mat4(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f)); uint tint_symbol_1[1] = uint[1](idx); vec3 tint_symbol_2[2] = vec3[2](vec3(0.0f), vec3(0.0f)); assign_and_preserve_padding_sb_arr_X_arr2_vec3_f32(tint_symbol_1, tint_symbol_2); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol(gl_LocalInvocationIndex); return; }