#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; }