| #version 310 es |
| precision mediump float; |
| |
| struct Inner { |
| ivec3 a; |
| int b; |
| uvec3 c; |
| uint d; |
| vec3 e; |
| float f; |
| mat2x3 g; |
| mat3x2 h; |
| ivec4 i[4]; |
| }; |
| |
| layout (binding = 0) buffer S_1 { |
| Inner arr[]; |
| } s; |
| |
| struct tint_symbol_2 { |
| uint idx; |
| }; |
| |
| void tint_symbol_inner(uint idx) { |
| s.arr[idx].a = ivec3(0, 0, 0); |
| s.arr[idx].b = 0; |
| s.arr[idx].c = uvec3(0u, 0u, 0u); |
| s.arr[idx].d = 0u; |
| s.arr[idx].e = vec3(0.0f, 0.0f, 0.0f); |
| s.arr[idx].f = 0.0f; |
| s.arr[idx].g = mat2x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| s.arr[idx].h = mat3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| ivec4 tint_symbol_3[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0)); |
| s.arr[idx].i = tint_symbol_3; |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void tint_symbol(tint_symbol_2 tint_symbol_1) { |
| tint_symbol_inner(tint_symbol_1.idx); |
| return; |
| } |
| void main() { |
| tint_symbol_2 inputs; |
| inputs.idx = uint(gl_LocalInvocationIndex); |
| tint_symbol(inputs); |
| } |
| |
| |