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()
{
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vec4 _99;
_99 = _24.in_data[gl_GlobalInvocationID.x];
for (int _93 = 0; (_93 + 1) < 10; )
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{
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_99 *= 2.0;
_93 += 2;
continue;
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}
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vec4 _98;
_98 = _99;
vec4 _103;
for (uint _94 = 0u; _94 < 16u; _98 = _103, _94++)
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{
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_103 = _98;
for (uint _100 = 0u; _100 < 30u; )
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{
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_103 = _24.mvp * _103;
_100++;
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continue;
}
}
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_89.out_data[gl_GlobalInvocationID.x] = _98;
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}