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

layout(binding = 0, std430) buffer SSBO
{
    mat4 mvp;
    vec4 in_data[];
} _24;

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

void main()
{
    uint ident = gl_GlobalInvocationID.x;
    vec4 idat = _24.in_data[ident];
    int k = 0;
    for (;;)
    {
        int _39 = k;
        int _40 = _39 + 1;
        k = _40;
        if (_40 < 10)
        {
            idat *= 2.0;
            k++;
            continue;
        }
        else
        {
            break;
        }
    }
    for (uint i = 0u; i < 16u; i++, k++)
    {
        for (uint j = 0u; j < 30u; j++)
        {
            idat = _24.mvp * idat;
        }
    }
    do
    {
        k++;
    } while (k > 10);
    _89.out_data[ident] = idat;
}

