SPIRV-Cross/reference/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;
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layout(binding = 0, std430) writeonly buffer SSBO
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{
vec4 out_data[];
} _27;
void main()
{
vec4 v;
v.x = 10.0;
v.y = 30.0;
v.z = 70.0;
v.w = 90.0;
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_27.out_data[gl_GlobalInvocationID.x] = v;
_27.out_data[gl_GlobalInvocationID.x].y = 20.0;
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}