#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() { uint ident = gl_GlobalInvocationID.x; vec4 idat = _24.in_data[ident]; int k = 0; for (;;) { int _39 = k; int _40 = _39 + 1; k = _40; if (_40 < 10) { idat *= 2.0; k++; continue; } else { break; } } for (uint i = 0u; i < 16u; i++, k++) { for (uint j = 0u; j < 30u; j++) { idat = _24.mvp * idat; } } do { k++; } while (k > 10); _89.out_data[ident] = idat; }