#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; uint _98; void main() { vec4 _93; int _94; _93 = _24.in_data[gl_GlobalInvocationID.x]; _94 = 0; int _48; int _40; vec4 _46; for (;;) { _40 = _94 + 1; if (_40 < 10) { _46 = _93 * 2.0; _48 = _40 + 1; _93 = _46; _94 = _48; continue; } else { break; } } vec4 _95; int _96; _95 = _93; _96 = _40; vec4 _100; uint _101; uint _99; for (uint _97 = 0u; _97 < 16u; _95 = _100, _96++, _97++, _99 = _101) { _100 = _95; _101 = 0u; vec4 _71; for (; _101 < 30u; _100 = _71, _101++) { _71 = _24.mvp * _100; } } int _102; _102 = _96; int _83; for (;;) { _83 = _102 + 1; if (_83 > 10) { _102 = _83; continue; } else { break; } } _89.out_data[gl_GlobalInvocationID.x] = _95; }