SPIRV-Cross/reference/shaders/comp/struct-layout.comp

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#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
struct Foo
{
mat4 m;
};
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layout(binding = 1, std430) writeonly buffer SSBO2
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{
Foo out_data[];
} _23;
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layout(binding = 0, std430) readonly buffer SSBO
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{
Foo in_data[];
} _30;
void main()
{
uint ident = gl_GlobalInvocationID.x;
_23.out_data[ident].m = _30.in_data[ident].m * _30.in_data[ident].m;
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}