| #version 310 es | 
 |  | 
 | struct Inner { | 
 |   ivec3 a; | 
 |   int b; | 
 |   uvec3 c; | 
 |   uint d; | 
 |   vec3 e; | 
 |   float f; | 
 |   mat2x3 g; | 
 |   mat3x2 h; | 
 |   ivec4 i[4]; | 
 | }; | 
 |  | 
 | layout(binding = 0, std430) buffer S_1 { | 
 |   Inner arr[]; | 
 | } s; | 
 | void tint_symbol(uint idx) { | 
 |   ivec3 a = s.arr[idx].a; | 
 |   int b = s.arr[idx].b; | 
 |   uvec3 c = s.arr[idx].c; | 
 |   uint d = s.arr[idx].d; | 
 |   vec3 e = s.arr[idx].e; | 
 |   float f = s.arr[idx].f; | 
 |   mat2x3 g = s.arr[idx].g; | 
 |   mat3x2 h = s.arr[idx].h; | 
 |   ivec4 i[4] = s.arr[idx].i; | 
 | } | 
 |  | 
 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
 | void main() { | 
 |   tint_symbol(gl_LocalInvocationIndex); | 
 |   return; | 
 | } |