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

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct SSBO2
{
float3x3 out_data[1];
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};
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constant uint3 gl_WorkGroupSize [[maybe_unused]] = uint3(1u);
kernel void main0(device SSBO2& _22 [[buffer(0)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
_22.out_data[gl_GlobalInvocationID.x] = float3x3(float3(10.0), float3(20.0), float3(40.0));
}