#version 310 es layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(binding = 0, std430) readonly buffer SSBO { vec4 in_data[]; } _23; layout(binding = 1, std430) writeonly buffer SSBO2 { vec4 out_data[]; } _35; void main() { uint ident = gl_GlobalInvocationID.x; vec4 i; vec4 _31 = modf(_23.in_data[ident], i); vec4 v = _31; _35.out_data[ident] = v; }