#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;

struct Foo
{
    vec4 a;
    vec4 b;
    vec4 c;
    vec4 d;
};

layout(binding = 1, std430) buffer SSBO2
{
    vec4 data[];
} indata;

layout(binding = 0, std430) buffer SSBO
{
    vec4 data[];
} outdata;

layout(binding = 2, std430) buffer SSBO3
{
    Foo foos[];
} foobar;

void baz(out Foo foo)
{
    uint ident = gl_GlobalInvocationID.x;
    foo.a = indata.data[((4u * ident) + 0u)];
    foo.b = indata.data[((4u * ident) + 1u)];
    foo.c = indata.data[((4u * ident) + 2u)];
    foo.d = indata.data[((4u * ident) + 3u)];
}

void meow(inout Foo foo)
{
    foo.a = (foo.a + vec4(10.0));
    foo.b = (foo.b + vec4(20.0));
    foo.c = (foo.c + vec4(30.0));
    foo.d = (foo.d + vec4(40.0));
}

vec4 bar(Foo foo)
{
    return (((foo.a + foo.b) + foo.c) + foo.d);
}

void main()
{
    Foo param;
    baz(param);
    Foo foo = param;
    Foo param_1 = foo;
    meow(param_1);
    foo = param_1;
    Foo param_2 = foo;
    Foo param_3 = foobar.foos[gl_GlobalInvocationID.x];
    outdata.data[gl_GlobalInvocationID.x] = (bar(param_2) + bar(param_3));
}

