#version 450 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(binding = 1, rgba32f) uniform writeonly image2D outImageTexture; void main() { int _27_copy; int _30; _30 = 7; for (int _27 = 7; _27 >= 0; _27_copy = _27, _27--, _30 = _27_copy) { if (5.0 > float(_27)) { break; } } imageStore(outImageTexture, ivec2(gl_GlobalInvocationID.xy), vec4(float(_30 - 1), float(_30), 1.0, 1.0)); }