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;
uint _98;
void main()
{
vec4 _93;
int _94;
_93 = _24.in_data[gl_GlobalInvocationID.x];
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_94 = 0;
int _48;
int _40;
vec4 _46;
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for (;;)
{
_40 = _94 + 1;
if (_40 < 10)
{
_46 = _93 * 2.0;
_48 = _40 + 1;
_93 = _46;
_94 = _48;
continue;
}
else
{
break;
}
}
vec4 _95;
int _96;
_95 = _93;
_96 = _40;
vec4 _100;
uint _101;
uint _99;
for (uint _97 = 0u; _97 < 16u; _95 = _100, _96++, _97++, _99 = _101)
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{
_100 = _95;
_101 = 0u;
vec4 _71;
for (; _101 < 30u; _100 = _71, _101++)
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{
_71 = _24.mvp * _100;
}
}
int _102;
_102 = _96;
int _83;
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for (;;)
{
_83 = _102 + 1;
if (_83 > 10)
{
_102 = _83;
continue;
}
else
{
break;
}
}
_89.out_data[gl_GlobalInvocationID.x] = _95;
}