#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[];
} _45;

layout(binding = 2, std430) buffer SSBO3
{
    uint counter;
} _48;

void main()
{
    vec4 _29 = _23.in_data[gl_GlobalInvocationID.x];
    if (dot(_29, vec4(1.0, 5.0, 6.0, 2.0)) > 8.19999980926513671875)
    {
        uint _52 = atomicAdd(_48.counter, 1u);
        _45.out_data[_52] = _29;
    }
}

