#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;

void main()
{
    vec4 _57;
    int _58;
    _58 = 0;
    _57 = _28.in_data[gl_GlobalInvocationID.x];
    vec4 _42;
    for (;;)
    {
        _42 = _28.mvp * _57;
        int _44 = _58 + 1;
        if (_44 < 16)
        {
            _58 = _44;
            _57 = _42;
        }
        else
        {
            break;
        }
    }
    _52.out_data[gl_GlobalInvocationID.x] = _42;
}

