#version 450 layout(local_size_x_id = 3, local_size_y_id = 4, local_size_z = 2) in; layout(constant_id = 1) const int _12 = 11; layout(constant_id = 2) const int _13 = 12; const uint _37 = (uint(int(gl_WorkGroupSize.x)) + 3u); const uvec3 _38 = uvec3(_37, int(gl_WorkGroupSize.y), 2u); layout(set = 0, binding = 0, std430) buffer SSBO { vec4 values[]; } _10; void main() { vec3 _39 = vec3(_38); float _42 = float(int(gl_WorkGroupSize.x)); float _43 = float(int(gl_WorkGroupSize.y)); float _44 = float(int(2u)); _10.values[gl_GlobalInvocationID.x] = ((((_10.values[gl_GlobalInvocationID.x] + vec4(2.0)) + _39.xyzz) * _42) * _43) * _44; }