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

layout(binding = 0, std430) writeonly buffer SSBO
{
    vec4 out_data[];
} _27;

vec4 _53;

void main()
{
    vec4 _46 = _53;
    _46.x = 10.0;
    vec4 _48 = _46;
    _48.y = 30.0;
    vec4 _50 = _48;
    _50.z = 70.0;
    vec4 _52 = _50;
    _52.w = 90.0;
    _27.out_data[gl_GlobalInvocationID.x] = _52;
    _27.out_data[gl_GlobalInvocationID.x].y = 20.0;
}

