#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[];
} _177;

void main()
{
    uint ident = gl_GlobalInvocationID.x;
    vec4 idat = _24.in_data[ident];
    int k = 0;
    uint i = 0u;
    uint i_1;
    uint j;
    int l;
    if ((idat.y == 20.0))
    {
        do
        {
            k = (k * 2);
            i = (i + uint(1));
        } while ((i < ident));
    }
    switch (k)
    {
        case 10:
        {
            for (;;)
            {
                i = (i + uint(1));
                if ((i > 10u))
                {
                    break;
                }
                continue;
            }
            break;
        }
        default:
        {
            for (;;)
            {
                i = (i + 2u);
                if ((i > 20u))
                {
                    break;
                }
                continue;
            }
            break;
        }
    }
    while ((k < 10))
    {
        idat = (idat * 2.0);
        k = (k + 1);
    }
    i_1 = 0u;
    for (; (i_1 < 16u); i_1 = (i_1 + uint(1)), k = (k + 1))
    {
        j = 0u;
        for (; (j < 30u); j = (j + uint(1)))
        {
            idat = (_24.mvp * idat);
        }
    }
    k = 0;
    for (;;)
    {
        k = (k + 1);
        if ((k > 10))
        {
            k = (k + 2);
        }
        else
        {
            k = (k + 3);
            continue;
        }
        k = (k + 10);
        continue;
    }
    k = 0;
    do
    {
        k = (k + 1);
    } while ((k > 10));
    l = 0;
    for (;;)
    {
        if ((l == 5))
        {
            l = (l + 1);
            continue;
        }
        idat = (idat + vec4(1.0));
        l = (l + 1);
        continue;
    }
    _177.out_data[ident] = idat;
}

