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

layout(binding = 1, std430) writeonly buffer SSBO2
{
    vec4 out_data[];
} _27;

void main()
{
    uint ident = gl_GlobalInvocationID.x;
    if (ident == 2u)
    {
        _27.out_data[ident] = vec4(20.0);
    }
    else
    {
        if (ident == 4u)
        {
            _27.out_data[ident] = vec4(10.0);
            return;
        }
    }
    for (int i = 0; i < 20; i++)
    {
        if (i == 10)
        {
            break;
        }
        return;
    }
    _27.out_data[ident] = vec4(10.0);
}

