#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[];
} _24;

layout(binding = 1, std430) writeonly buffer SSBO2
{
    vec4 out_data[];
} _89;

void main()
{
    vec4 _99;
    _99 = _24.in_data[gl_GlobalInvocationID.x];
    for (int _93 = 0; (_93 + 1) < 10; )
    {
        _99 *= 2.0;
        _93 += 2;
        continue;
    }
    vec4 _98;
    _98 = _99;
    vec4 _103;
    for (uint _94 = 0u; _94 < 16u; _98 = _103, _94++)
    {
        _103 = _98;
        for (uint _100 = 0u; _100 < 30u; )
        {
            _103 = _24.mvp * _103;
            _100++;
            continue;
        }
    }
    _89.out_data[gl_GlobalInvocationID.x] = _98;
}

