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

const vec4 _66[2] = vec4[](vec4(10.0), vec4(30.0));

struct Composite
{
    vec4 a[2];
    vec4 b[2];
};

const float _94[2][3] = float[][](float[](1.0, 1.0, 1.0), float[](2.0, 2.0, 2.0));

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

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

vec4 summe(vec4 values[3][2])
{
    return ((values[0][0] + values[2][1]) + values[0][1]) + values[1][0];
}

void main()
{
    vec4 values[2] = vec4[](_41.as[gl_GlobalInvocationID.x], _55.bs[gl_GlobalInvocationID.x]);
    vec4 copy_values[2] = _66;
    vec4 copy_values2[2] = values;
    vec4 param[3][2] = vec4[][](values, copy_values, copy_values2);
    _41.as[gl_GlobalInvocationID.x] = summe(param);
    Composite c = Composite(values, copy_values);
    float b = 10.0;
    float values_scalar[4] = float[](b, b, b, b);
}

