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

layout(binding = 0, std430) readonly buffer SSBO
{
    mat4 mvp;
    vec4 in_data[];
} _28;

layout(binding = 1, std430) writeonly buffer SSBO2
{
    vec4 out_data[];
} _52;

int i;

void main()
{
    uint ident = gl_GlobalInvocationID.x;
    i = 0;
    vec4 idat = _28.in_data[ident];
    do
    {
        idat = _28.mvp * idat;
        i++;
    } while (i < 16);
    _52.out_data[ident] = idat;
}

