SPIRV-Cross/reference/opt/shaders-msl/comp/insert.comp

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct SSBO
{
float4 out_data[1];
};
constant uint3 gl_WorkGroupSize [[maybe_unused]] = uint3(1u);
constant float4 _53 = {};
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kernel void main0(device SSBO& _27 [[buffer(0)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
{
float4 _46;
_46.x = 10.0;
_46.y = 30.0;
_46.z = 70.0;
_46.w = 90.0;
_27.out_data[gl_GlobalInvocationID.x] = _46;
((device float*)&_27.out_data[gl_GlobalInvocationID.x])[1u] = 20.0;
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}