#version 310 es layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; const vec4 _66[2] = vec4[](vec4(10.0), vec4(30.0)); const float _94[2][3] = float[][](float[](1.0, 1.0, 1.0), float[](2.0, 2.0, 2.0)); struct Composite { vec4 a[2]; vec4 b[2]; }; layout(binding = 0, std430) buffer SSBO0 { vec4 as[]; } _41; layout(binding = 1, std430) buffer SSBO1 { vec4 bs[]; } _55; vec4 summe(vec4 values[3][2]) { return ((values[0][0] + values[2][1]) + values[0][1]) + values[1][0]; } void main() { vec4 values[2] = vec4[](_41.as[gl_GlobalInvocationID.x], _55.bs[gl_GlobalInvocationID.x]); vec4 copy_values[2] = _66; vec4 copy_values2[2] = values; vec4 param[3][2] = vec4[][](values, copy_values, copy_values2); _41.as[gl_GlobalInvocationID.x] = summe(param); Composite c = Composite(values, copy_values); float b = 10.0; float values_scalar[4] = float[](b, b, b, b); }