#version 310 es layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(binding = 1, std430) buffer SSBO1 { ivec4 outputs[]; } _21; layout(binding = 0, std430) buffer SSBO0 { ivec4 inputs[]; } _27; void main() { _21.outputs[gl_GlobalInvocationID.x] = mix(ivec4(0), ivec4(1), notEqual((_27.inputs[gl_GlobalInvocationID.x] & ivec4(3)), ivec4(uvec4(0u)))); }