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

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#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) buffer SSBO2
{
uint outputs[];
} _10;
layout(binding = 0, std430) buffer SSBO
{
uint inputs[];
} _23;
void main()
{
_10.outputs[gl_GlobalInvocationID.x] = _23.inputs[gl_GlobalInvocationID.x] / 29u;
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}