#version 310 es layout(local_size_x = 1) in; layout(std430, binding = 0) readonly buffer SSBO { vec4 in_data[]; }; layout(std430, binding = 1) writeonly buffer SSBO2 { vec4 out_data[]; }; void main() { uint ident = gl_GlobalInvocationID.x; vec4 v = mod(in_data[ident], out_data[ident]); out_data[ident] = v; uvec4 vu = floatBitsToUint(in_data[ident]) % floatBitsToUint(out_data[ident]); out_data[ident] = uintBitsToFloat(vu); ivec4 vi = floatBitsToInt(in_data[ident]) % floatBitsToInt(out_data[ident]); out_data[ident] = intBitsToFloat(vi); }