#version 450 layout(local_size_x = 4, local_size_y = 1, local_size_z = 1) in; layout(binding = 0, std430) buffer u0_counters { uint c; } u0_counter; layout(binding = 0, r32ui) uniform writeonly uimageBuffer u0; void main() { uint _29 = atomicAdd(u0_counter.c, uint(-1)); vec4 r0; r0.x = uintBitsToFloat(_29); imageStore(u0, int((uint(floatBitsToInt(r0.x)) * 1u) + (uint(0) >> 2u)), uvec4(uint(int(gl_GlobalInvocationID.x)))); }