#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);
}

