#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(set = 0, binding = 3, std430) buffer SSBO { uint counter; vec4 v[]; } ssbos[]; layout(location = 0) flat in int vIndex; layout(location = 0) out vec4 FragColor; void main() { int i = vIndex; int _42 = i + 60; int _45 = i + 70; ssbos[nonuniformEXT(_42)].v[_45] = vec4(20.0); int _48 = i + 100; uint _49 = atomicAdd(ssbos[nonuniformEXT(_48)].counter, 100u); int _51 = i; FragColor.z += float(int(uint(ssbos[nonuniformEXT(_51)].v.length()))); }