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

struct S0
{
    vec4 a;
};

layout(binding = 0, std430) buffer SSBO0
{
    S0 s0s[];
} _36;

layout(binding = 1, std430) buffer _34_55
{
    S0 s0s[];
} _55;

layout(binding = 2, std430) buffer SSBO2
{
    vec4 outputs[];
} _66;

void main()
{
    _66.outputs[gl_GlobalInvocationID.x] = _36.s0s[gl_GlobalInvocationID.x].a + _55.s0s[gl_GlobalInvocationID.x].a;
}

