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1
2out vec4 sk_FragColor;
3struct SomeData {
4    vec4 a;
5    vec2 b;
6};
7layout (binding = 0, set = 0) readonly buffer storageBuffer {
8    uint offset;
9    SomeData[] inputData;
10};
11layout (binding = 1, set = 0) buffer outputBuffer {
12    SomeData[] outputData;
13};
14layout (location = 2) flat in int bufferIndex;
15vec4 main() {
16    outputData[offset] = inputData[offset];
17    return inputData[bufferIndex].a * inputData[bufferIndex].b.x;
18}
19