#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(set = 0, binding = 3, std430) buffer SSBO { uint counter; vec4 v[]; } ssbos[]; layout(location = 0) flat in int vIndex; layout(location = 0) out vec4 FragColor; void main() { int i = vIndex; int _23 = i + 60; int _28 = i + 70; ssbos[nonuniformEXT(_23)].v[_28] = vec4(20.0); int _36 = i + 100; uint _43 = atomicAdd(ssbos[nonuniformEXT(_36)].counter, 100u); int _47 = i; FragColor.z += float(int(uint(ssbos[nonuniformEXT(_47)].v.length()))); }