SPIRV-Cross/reference/shaders/comp/mat3.comp

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#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 1, std430) buffer SSBO2
{
mat3 out_data[];
} _22;
void main()
{
uint ident = gl_GlobalInvocationID.x;
_22.out_data[ident] = mat3(vec3(10.0), vec3(20.0), vec3(40.0));
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}