#version 310 es

layout(binding = 0, std430) buffer s_block_ssbo {
  vec3 inner;
} s;

void tint_symbol() {
  vec3 v = vec3(1.0f, 2.0f, 3.0f);
  float scalar = v.y;
  vec2 swizzle2 = v.xz;
  vec3 swizzle3 = v.xzy;
  s.inner = ((vec3(scalar) + vec3(swizzle2, 1.0f)) + swizzle3);
}

layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
  tint_symbol();
  return;
}
