#version 450 layout(local_size_x = 1, local_size_y = 2, local_size_z = 3) in; layout(binding = 0, std430) buffer _6_8 { float _m0[]; } _8; layout(binding = 1, std430) buffer _6_9 { float _m0[]; } _9; uvec3 _22 = gl_WorkGroupSize; void main() { _8._m0[gl_WorkGroupID.x] = _9._m0[gl_WorkGroupID.x] + _8._m0[gl_WorkGroupID.x]; }