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

layout(binding = 1, std430) writeonly buffer SSBO2
{
    mat3 out_data[];
} _22;

void main()
{
    uint ident = gl_GlobalInvocationID.x;
    _22.out_data[ident] = mat3(vec3(10.0), vec3(20.0), vec3(40.0));
}

