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

struct Foo
{
    vec4 a;
    vec4 b;
    vec4 c;
    vec4 d;
};

layout(binding = 1, std430) buffer SSBO2
{
    vec4 data[];
} indata;

layout(binding = 0, std430) buffer SSBO
{
    vec4 data[];
} outdata;

layout(binding = 2, std430) buffer SSBO3
{
    Foo foos[];
} foobar;

void baz(out Foo foo)
{
    uint ident = gl_GlobalInvocationID.x;
    foo.a = indata.data[(4u * ident) + 0u];
    foo.b = indata.data[(4u * ident) + 1u];
    foo.c = indata.data[(4u * ident) + 2u];
    foo.d = indata.data[(4u * ident) + 3u];
}

void meow(inout Foo foo)
{
    foo.a += vec4(10.0);
    foo.b += vec4(20.0);
    foo.c += vec4(30.0);
    foo.d += vec4(40.0);
}

vec4 bar(Foo foo)
{
    return ((foo.a + foo.b) + foo.c) + foo.d;
}

void main()
{
    Foo param;
    baz(param);
    Foo foo = param;
    Foo param_1 = foo;
    meow(param_1);
    foo = param_1;
    Foo param_2 = foo;
    Foo param_3;
    param_3.a = foobar.foos[gl_GlobalInvocationID.x].a;
    param_3.b = foobar.foos[gl_GlobalInvocationID.x].b;
    param_3.c = foobar.foos[gl_GlobalInvocationID.x].c;
    param_3.d = foobar.foos[gl_GlobalInvocationID.x].d;
    outdata.data[gl_GlobalInvocationID.x] = bar(param_2) + bar(param_3);
}

