#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[]; } _177; void main() { uint ident = gl_GlobalInvocationID.x; vec4 idat = _24.in_data[ident]; int k = 0; uint i = 0u; uint i_1; uint j; int l; if ((idat.y == 20.0)) { do { k = (k * 2); i = (i + uint(1)); } while ((i < ident)); } switch (k) { case 10: { for (;;) { i = (i + uint(1)); if ((i > 10u)) { break; } continue; } break; } default: { for (;;) { i = (i + 2u); if ((i > 20u)) { break; } continue; } break; } } while ((k < 10)) { idat = (idat * 2.0); k = (k + 1); } i_1 = 0u; for (; (i_1 < 16u); i_1 = (i_1 + 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)); l = (l + 1); continue; } _177.out_data[ident] = idat; }