SPIRV-Cross/reference/opt/shaders/comp/torture-loop.comp

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#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) readonly buffer SSBO
{
mat4 mvp;
vec4 in_data[];
} _24;
layout(binding = 1, std430) writeonly buffer SSBO2
{
vec4 out_data[];
} _89;
void main()
{
vec4 _93;
_93 = _24.in_data[gl_GlobalInvocationID.x];
for (int _94 = 0; (_94 + 1) < 10; )
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{
_93 *= 2.0;
_94 += 2;
continue;
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}
vec4 _95;
_95 = _93;
vec4 _100;
for (uint _97 = 0u; _97 < 16u; _95 = _100, _97++)
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{
_100 = _95;
for (uint _101 = 0u; _101 < 30u; )
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{
_100 = _24.mvp * _100;
_101++;
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continue;
}
}
_89.out_data[gl_GlobalInvocationID.x] = _95;
}