#version 450
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

layout(binding = 1, rgba32f) uniform writeonly image2D outImageTexture;

void main()
{
    int _27_copy;
    int _30;
    _30 = 7;
    for (int _27 = 7; _27 >= 0; _27_copy = _27, _27--, _30 = _27_copy)
    {
        if (5.0 > float(_27))
        {
            break;
        }
    }
    imageStore(outImageTexture, ivec2(gl_GlobalInvocationID.xy), vec4(float(_30 - 1), float(_30), 1.0, 1.0));
}

