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

layout(binding = 0, std430) writeonly buffer SSBO
{
    vec4 out_data[];
} _27;

void main()
{
    vec4 v;
    v.x = 10.0;
    v.y = 30.0;
    v.z = 70.0;
    v.w = 90.0;
    _27.out_data[gl_GlobalInvocationID.x] = v;
    _27.out_data[gl_GlobalInvocationID.x].y = 20.0;
}

