SPIRV-Cross/reference/opt/shaders/comp/dowhile.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[];
} _28;
layout(binding = 1, std430) writeonly buffer SSBO2
{
vec4 out_data[];
} _52;
void main()
{
vec4 _59;
int _60;
_60 = 0;
_59 = _28.in_data[gl_GlobalInvocationID.x];
vec4 _42;
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for (;;)
{
_42 = _28.mvp * _59;
int _44 = _60 + 1;
if (_44 < 16)
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{
_60 = _44;
_59 = _42;
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}
else
{
break;
}
}
_52.out_data[gl_GlobalInvocationID.x] = _42;
}