#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[]; } _24; layout(binding = 1, std430) writeonly buffer SSBO2 { vec4 out_data[]; } _89; void main() { vec4 _99; _99 = _24.in_data[gl_GlobalInvocationID.x]; for (int _93 = 0; (_93 + 1) < 10; ) { _99 *= 2.0; _93 += 2; continue; } vec4 _98; _98 = _99; vec4 _103; for (uint _94 = 0u; _94 < 16u; _98 = _103, _94++) { _103 = _98; for (uint _100 = 0u; _100 < 30u; ) { _103 = _24.mvp * _103; _100++; continue; } } _89.out_data[gl_GlobalInvocationID.x] = _98; }