#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; vec4 _52; void main() { vec4 _45 = _52; _45.x = 10.0; vec4 _47 = _45; _47.y = 30.0; vec4 _49 = _47; _49.z = 70.0; vec4 _51 = _49; _51.w = 90.0; _27.out_data[gl_GlobalInvocationID.x] = _51; _27.out_data[gl_GlobalInvocationID.x].y = 20.0; }