Revision control
++ #version 440
++
++ layout (local_size_x = 256) in;
++
++ struct Stuff {
++ vec2 a;
++ vec2 b;
++ };
++
++ layout(std140, binding = 0) buffer StuffSsbo
++ {
++ vec4 whatever;
++ Stuff stuff[];
++ } buf;
++
++ void main()
++ {
++ uint index = gl_GlobalInvocationID.x;
++ vec2 a = buf.stuff[index].a;
++ vec2 b = buf.stuff[index].b;
++
++ a.x += 1.0;
++ buf.stuff[index].a = a;
++ b.y += 1.0;
++ buf.stuff[index].b = b;
++ }