SPIRV-Cross/reference/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) buffer SSBO
{
mat4 mvp;
vec4 in_data[];
} _24;
layout(binding = 1, std430) buffer SSBO2
{
vec4 out_data[];
} _89;
void main()
{
uint ident = gl_GlobalInvocationID.x;
vec4 idat = _24.in_data[ident];
int k = 0;
for (;;)
{
int _39 = k;
int _40 = _39 + 1;
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k = _40;
if ((_40 < 10))
{
idat = (idat * 2.0);
k = (k + 1);
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continue;
}
else
{
break;
}
}
uint i = 0u;
for (; (i < 16u); i = (i + uint(1)), k = (k + 1))
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{
uint j = 0u;
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for (; (j < 30u); j = (j + uint(1)))
{
idat = (_24.mvp * idat);
}
}
do
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{
k = (k + 1);
} while ((k > 10));
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_89.out_data[ident] = idat;
}