#version 450
#extension GL_ARB_gpu_shader_int64 : require
#extension GL_ARB_shader_ballot : require
#extension GL_AMD_shader_ballot : require
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

layout(binding = 0, std430) buffer inputData
{
    float inputDataArray[];
} _12;

layout(binding = 1, std430) buffer outputData
{
    float outputDataArray[];
} _74;

void main()
{
    float thisLaneData = _12.inputDataArray[gl_LocalInvocationID.x];
    bool laneActive = thisLaneData > 0.0;
    uint thisLaneOutputSlot = mbcntAMD(packUint2x32(uvec2(uvec4(unpackUint2x32(ballotARB(laneActive)), 0u, 0u).xy)));
    int firstInvocation = readFirstInvocationARB(1);
    int invocation = readInvocationARB(1, 0u);
    vec3 swizzleInvocations = swizzleInvocationsAMD(vec3(0.0, 2.0, 1.0), uvec4(3u));
    vec3 swizzelInvocationsMasked = swizzleInvocationsMaskedAMD(vec3(0.0, 2.0, 1.0), uvec3(2u));
    vec3 writeInvocation = writeInvocationAMD(swizzleInvocations, swizzelInvocationsMasked, 0u);
    if (laneActive)
    {
        _74.outputDataArray[thisLaneOutputSlot] = thisLaneData;
    }
}

