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