#version 450
#extension GL_EXT_nonuniform_qualifier : require

layout(set = 0, binding = 3, std430) buffer SSBO
{
    uint counter;
    vec4 v[];
} ssbos[];

layout(location = 0) flat in int vIndex;
layout(location = 0) out vec4 FragColor;

void main()
{
    int i = vIndex;
    int _42 = i + 60;
    int _45 = i + 70;
    ssbos[nonuniformEXT(_42)].v[_45] = vec4(20.0);
    int _48 = i + 100;
    uint _49 = atomicAdd(ssbos[nonuniformEXT(_48)].counter, 100u);
    int _51 = i;
    FragColor.z += float(int(uint(ssbos[nonuniformEXT(_51)].v.length())));
}

