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

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Foo
{
float4x4 m;
};
struct SSBO2
{
Foo out_data[1];
};
struct SSBO
{
Foo in_data[1];
};
kernel void main0(device SSBO& _30 [[buffer(0)]], device SSBO2& _23 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
_23.out_data[gl_GlobalInvocationID.x].m = _30.in_data[gl_GlobalInvocationID.x].m * _30.in_data[gl_GlobalInvocationID.x].m;
}