#version 310 es layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(binding = 1, std430) buffer SSBO2 { mat3 out_data[]; } _22; void main() { uint ident = gl_GlobalInvocationID.x; _22.out_data[ident] = mat3(vec3(10.0), vec3(20.0), vec3(40.0)); }