#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; int i; void main() { i = 0; vec4 _56; _56 = _28.in_data[gl_GlobalInvocationID.x]; vec4 _42; for (;;) { _42 = _28.mvp * _56; i++; if (i < 16) { _56 = _42; } else { break; } } _52.out_data[gl_GlobalInvocationID.x] = _42; }