#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;

layout(binding = 0, std430) buffer SSBO
{
    mat4 mvp;
    vec4 in_data[];
} _24;

layout(binding = 1, std430) buffer SSBO2
{
    vec4 out_data[];
} _89;

void main()
{
    uint ident = gl_GlobalInvocationID.x;
    vec4 idat = _24.in_data[ident];
    int k = 0;
    uint i;
    uint j;
    for (;;)
    {
        int _39 = k;
        int _40 = _39 + 1;
        k = _40;
        if ((_40 < 10))
        {
            idat = (idat * 2.0);
            k = (k + 1);
            continue;
        }
        else
        {
            break;
        }
    }
    i = 0u;
    for (; (i < 16u); i = (i + uint(1)), k = (k + 1))
    {
        j = 0u;
        for (; (j < 30u); j = (j + uint(1)))
        {
            idat = (_24.mvp * idat);
        }
    }
    do
    {
        k = (k + 1);
    } while ((k > 10));
    _89.out_data[ident] = idat;
}

