SPIRV-Cross/reference/opt/shaders/comp/insert.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) writeonly buffer SSBO
{
vec4 out_data[];
} _27;
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vec4 _53;
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void main()
{
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vec4 _46 = _53;
_46.x = 10.0;
vec4 _48 = _46;
_48.y = 30.0;
vec4 _50 = _48;
_50.z = 70.0;
vec4 _52 = _50;
_52.w = 90.0;
_27.out_data[gl_GlobalInvocationID.x] = _52;
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_27.out_data[gl_GlobalInvocationID.x].y = 20.0;
}