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

layout(binding = 0, std430) buffer SSBO0
{
   ivec4 inputs[];
};

layout(binding = 1, std430) buffer SSBO1
{
   ivec4 outputs[];
};

void main()
{
   uint ident = gl_GlobalInvocationID.x;
   outputs[ident] = ivec4(bvec4(inputs[ident] & 0x3));
}
