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

layout(binding = 0, std430) readonly buffer SSBO
{
    vec4 in_data[];
} _23;

layout(binding = 1, std430) writeonly buffer SSBO2
{
    vec4 out_data[];
} _33;

void main()
{
    _33.out_data[gl_GlobalInvocationID.x] = mod(_23.in_data[gl_GlobalInvocationID.x], _33.out_data[gl_GlobalInvocationID.x]);
    _33.out_data[gl_GlobalInvocationID.x] = uintBitsToFloat(floatBitsToUint(_23.in_data[gl_GlobalInvocationID.x]) % floatBitsToUint(_33.out_data[gl_GlobalInvocationID.x]));
    _33.out_data[gl_GlobalInvocationID.x] = intBitsToFloat(floatBitsToInt(_23.in_data[gl_GlobalInvocationID.x]) % floatBitsToInt(_33.out_data[gl_GlobalInvocationID.x]));
}

