#version 450
layout(local_size_x = 4, local_size_y = 1, local_size_z = 1) in;

layout(binding = 0, std430) buffer u0_counters
{
    uint c;
} u0_counter;

layout(binding = 0, r32ui) uniform writeonly uimageBuffer u0;

void main()
{
    uint _29 = atomicAdd(u0_counter.c, uint(-1));
    vec4 r0;
    r0.x = uintBitsToFloat(_29);
    imageStore(u0, int((uint(floatBitsToInt(r0.x)) * 1u) + (uint(0) >> 2u)), uvec4(uint(int(gl_GlobalInvocationID.x))));
}

