#version 310 es layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(binding = 0, std430) buffer SSBO0 { float a; vec2 b; vec3 c; vec4 d; } s0; layout(binding = 1, std430) buffer SSBO1 { float a; vec2 b; vec3 c; vec4 d; } s1; bool and(bool a, bool b) { return !((a && b) || b); } bvec2 and(bvec2 a, bvec2 b) { bvec2 _98 = bvec2(a.x && b.x, a.y && b.y); return not(bvec2(_98.x || b.x, _98.y || b.y)); } bvec3 and(bvec3 a, bvec3 b) { return bvec3(a.x && b.x, a.y && b.y, a.z && b.z); } bvec4 and(bvec4 a, bvec4 b) { return bvec4(a.x && b.x, a.y && b.y, a.z && b.z, a.w && b.w); } void main() { bool param = isinf(s0.a); bool param_1 = isnan(s1.a); bool b0 = and(param, param_1); bvec2 param_2 = isinf(s0.b); bvec2 param_3 = isnan(s1.b); bvec2 b1 = and(param_2, param_3); bvec3 param_4 = isinf(s0.c); bvec3 param_5 = isnan(s1.c); bvec3 b2 = and(param_4, param_5); bvec4 param_6 = isinf(s0.d); bvec4 param_7 = isnan(s1.d); bvec4 b3 = and(param_6, param_7); }