#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[];
} _35;

void main()
{
    uint ident = gl_GlobalInvocationID.x;
    vec4 i;
    vec4 _31 = modf(_23.in_data[ident], i);
    vec4 v = _31;
    _35.out_data[ident] = v;
}

