SPIRV-Cross/reference/shaders-no-opt/asm/comp/local-size-id.vk.asm.comp.vk

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#version 450
layout(local_size_x_id = 3, local_size_y_id = 4, local_size_z = 2) in;
layout(constant_id = 1) const int _10 = 11;
layout(constant_id = 2) const int _11 = 12;
const uint _29 = (uint(int(gl_WorkGroupSize.x)) + 3u);
const uvec3 _30 = uvec3(_29, int(gl_WorkGroupSize.y), 2u);
layout(set = 0, binding = 0, std430) buffer SSBO
{
vec4 values[];
} _8;
void main()
{
vec3 _38 = vec3(_30);
float _41 = float(int(gl_WorkGroupSize.x));
float _42 = float(int(gl_WorkGroupSize.y));
float _43 = float(int(2u));
_8.values[gl_GlobalInvocationID.x] = ((((_8.values[gl_GlobalInvocationID.x] + vec4(2.0)) + _38.xyzz) * _41) * _42) * _43;
}