#version 450 layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(binding = 0, std430) buffer SSBO { float a1; vec2 a2; vec3 a3; vec4 a4; float b1; vec2 b2; vec3 b3; vec4 b4; float c1; vec2 c2; vec3 c3; vec4 c4; } _4; void main() { _4.a1 = isnan(_4.c1) ? _4.b1 : (isnan(_4.b1) ? _4.c1 : min(_4.b1, _4.c1)); _4.a2 = mix(mix(min(_4.b2, _4.c2), _4.c2, isnan(_4.b2)), _4.b2, isnan(_4.c2)); _4.a3 = mix(mix(min(_4.b3, _4.c3), _4.c3, isnan(_4.b3)), _4.b3, isnan(_4.c3)); _4.a4 = mix(mix(min(_4.b4, _4.c4), _4.c4, isnan(_4.b4)), _4.b4, isnan(_4.c4)); _4.a1 = isnan(_4.c1) ? _4.b1 : (isnan(_4.b1) ? _4.c1 : max(_4.b1, _4.c1)); _4.a2 = mix(mix(max(_4.b2, _4.c2), _4.c2, isnan(_4.b2)), _4.b2, isnan(_4.c2)); _4.a3 = mix(mix(max(_4.b3, _4.c3), _4.c3, isnan(_4.b3)), _4.b3, isnan(_4.c3)); _4.a4 = mix(mix(max(_4.b4, _4.c4), _4.c4, isnan(_4.b4)), _4.b4, isnan(_4.c4)); float _180 = isnan(_4.b1) ? _4.a1 : (isnan(_4.a1) ? _4.b1 : max(_4.a1, _4.b1)); _4.a1 = isnan(_4.c1) ? _180 : (isnan(_180) ? _4.c1 : min(_180, _4.c1)); vec2 _191 = mix(mix(max(_4.a2, _4.b2), _4.b2, isnan(_4.a2)), _4.a2, isnan(_4.b2)); _4.a2 = mix(mix(min(_191, _4.c2), _4.c2, isnan(_191)), _191, isnan(_4.c2)); vec3 _202 = mix(mix(max(_4.a3, _4.b3), _4.b3, isnan(_4.a3)), _4.a3, isnan(_4.b3)); _4.a3 = mix(mix(min(_202, _4.c3), _4.c3, isnan(_202)), _202, isnan(_4.c3)); vec4 _213 = mix(mix(max(_4.a4, _4.b4), _4.b4, isnan(_4.a4)), _4.a4, isnan(_4.b4)); _4.a4 = mix(mix(min(_213, _4.c4), _4.c4, isnan(_213)), _213, isnan(_4.c4)); for (int _139 = 0; _139 < 2; ) { _4.a2 = mix(mix(min(_4.b2, _4.c2), _4.c2, isnan(_4.b2)), _4.b2, isnan(_4.c2)); float _229 = isnan(_4.b2.x) ? _4.a1 : (isnan(_4.a1) ? _4.b2.x : max(_4.a1, _4.b2.x)); _4.a1 = isnan(_4.b2.y) ? _229 : (isnan(_229) ? _4.b2.y : min(_229, _4.b2.y)); _139++; continue; } }