#version 460
#extension GL_EXT_descriptor_heap : require
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_shader_image_load_formatted : require

layout(location = 0) out vec4 FragColor;
layout(descriptor_heap, std430) buffer SSBO
{
    vec4 data[];
} spvSSBO_23ResourceHeap[];


void main()
{
    FragColor = vec4(0.0);
    FragColor = spvSSBO_23ResourceHeap[2].data[2] + vec4(float(int(uint(spvSSBO_23ResourceHeap[2].data.length()))));
}

