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

layout(binding = 0, std430) buffer SSBO0
{
    vec4 as[];
} _41;

layout(binding = 1, std430) buffer SSBO1
{
    vec4 bs[];
} _55;

void main()
{
    _41.as[gl_GlobalInvocationID.x] = ((_41.as[gl_GlobalInvocationID.x] + _55.bs[gl_GlobalInvocationID.x]) + _55.bs[gl_GlobalInvocationID.x]) + vec4(10.0);
}

