#version 450
layout(local_size_x_id = 3, local_size_y_id = 4, local_size_z = 2) in;

layout(constant_id = 1) const int _10 = 11;
layout(constant_id = 2) const int _11 = 12;
const uint _29 = (uint(int(gl_WorkGroupSize.x)) + 3u);
const uvec3 _30 = uvec3(_29, int(gl_WorkGroupSize.y), 2u);

layout(set = 0, binding = 0, std430) buffer SSBO
{
    vec4 values[];
} _8;

void main()
{
    vec3 _38 = vec3(_30);
    float _41 = float(int(gl_WorkGroupSize.x));
    float _42 = float(int(gl_WorkGroupSize.y));
    float _43 = float(int(2u));
    _8.values[gl_GlobalInvocationID.x] = ((((_8.values[gl_GlobalInvocationID.x] + vec4(2.0)) + _38.xyzz) * _41) * _42) * _43;
}

