SPIRV-Cross/reference/shaders/comp/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) buffer SSBO
{
mat4 mvp;
vec4 in_data[];
} _24;
layout(binding = 1, std430) buffer SSBO2
{
vec4 out_data[];
} _125;
void main()
{
uint ident = gl_GlobalInvocationID.x;
vec4 idat = _24.in_data[ident];
int k = 0;
uint i;
uint j;
int l;
while ((k < 10))
{
idat = (idat * 2.0);
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k = (k + 1);
}
i = 0u;
for (; (i < 16u); i = (i + uint(1)), k = (k + 1))
{
j = 0u;
for (; (j < 30u); j = (j + uint(1)))
{
idat = (_24.mvp * idat);
}
}
k = 0;
for (;;)
{
k = (k + 1);
if ((k > 10))
{
k = (k + 2);
}
else
{
k = (k + 3);
continue;
}
k = (k + 10);
continue;
}
k = 0;
do
{
k = (k + 1);
} while ((k > 10));
l = 0;
for (;;)
{
if ((l == 5))
{
l = (l + 1);
continue;
}
idat = (idat + vec4(1.0));
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l = (l + 1);
continue;
}
_125.out_data[ident] = idat;
}