SPIRV-Cross/reference/opt/shaders-msl/comp/storage-buffer-std140-vector-array.comp

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Sub
{
float4 f[2];
float4 f2[2];
float3 f3[2];
float4 f4[2];
};
struct SSBO
{
Sub sub[2];
};
kernel void main0(device SSBO& _27 [[buffer(0)]], uint3 gl_WorkGroupID [[threadgroup_position_in_grid]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
{
float _153[2];
_153[0] = _27.sub[gl_WorkGroupID.x].f[0].x;
_153[1] = _27.sub[gl_WorkGroupID.x].f[1].x;
float2 _154[2];
_154[0] = _27.sub[gl_WorkGroupID.x].f2[0].xy;
_154[1] = _27.sub[gl_WorkGroupID.x].f2[1].xy;
float3 _155[2];
_155[0] = _27.sub[gl_WorkGroupID.x].f3[0];
_155[1] = _27.sub[gl_WorkGroupID.x].f3[1];
float4 _156[2];
_156[0] = _27.sub[gl_WorkGroupID.x].f4[0];
_156[1] = _27.sub[gl_WorkGroupID.x].f4[1];
_153[gl_GlobalInvocationID.x] += 1.0;
_154[gl_GlobalInvocationID.x] += float2(2.0);
_155[gl_GlobalInvocationID.x] += float3(3.0);
_156[gl_GlobalInvocationID.x] += float4(4.0);
_27.sub[gl_WorkGroupID.x].f[0].x = _153[0];
_27.sub[gl_WorkGroupID.x].f[1].x = _153[1];
_27.sub[gl_WorkGroupID.x].f2[0].xy = _154[0];
_27.sub[gl_WorkGroupID.x].f2[1].xy = _154[1];
_27.sub[gl_WorkGroupID.x].f3[0] = _155[0];
_27.sub[gl_WorkGroupID.x].f3[1] = _155[1];
_27.sub[gl_WorkGroupID.x].f4[0] = _156[0];
_27.sub[gl_WorkGroupID.x].f4[1] = _156[1];
_27.sub[0].f[0].x += 5.0;
_27.sub[0].f2[1].xy += float2(5.0);
}