2017-11-22 11:08:06 +00:00
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#version 310 es
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0, std430) readonly buffer SSBO
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{
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mat4 mvp;
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vec4 in_data[];
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} _24;
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layout(binding = 1, std430) writeonly buffer SSBO2
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{
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vec4 out_data[];
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} _89;
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void main()
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{
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2019-09-18 19:56:51 +00:00
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vec4 _101;
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_101 = _24.in_data[gl_GlobalInvocationID.x];
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for (int _95 = 0; (_95 + 1) < 10; )
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2017-11-22 11:08:06 +00:00
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{
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2019-09-18 19:56:51 +00:00
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_101 *= 2.0;
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_95 += 2;
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2018-03-12 13:58:40 +00:00
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continue;
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2017-11-22 11:08:06 +00:00
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}
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2019-09-18 19:56:51 +00:00
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vec4 _100;
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_100 = _101;
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vec4 _105;
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for (uint _96 = 0u; _96 < 16u; _100 = _105, _96++)
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2017-11-22 11:08:06 +00:00
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{
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2019-09-18 19:56:51 +00:00
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_105 = _100;
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for (uint _102 = 0u; _102 < 30u; )
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2017-11-22 11:08:06 +00:00
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{
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2019-09-18 19:56:51 +00:00
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_105 = _24.mvp * _105;
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_102++;
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2017-11-22 11:08:06 +00:00
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continue;
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}
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}
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2019-09-18 19:56:51 +00:00
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_89.out_data[gl_GlobalInvocationID.x] = _100;
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2017-11-22 11:08:06 +00:00
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}
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