#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 _101;
    _101 = _24.in_data[gl_GlobalInvocationID.x];
    for (int _95 = 0; (_95 + 1) < 10; )
    {
        _101 *= 2.0;
        _95 += 2;
        continue;
    }
    vec4 _100;
    _100 = _101;
    vec4 _105;
    for (uint _96 = 0u; _96 < 16u; _100 = _105, _96++)
    {
        _105 = _100;
        for (uint _102 = 0u; _102 < 30u; )
        {
            _105 = _24.mvp * _105;
            _102++;
            continue;
        }
    }
    _89.out_data[gl_GlobalInvocationID.x] = _100;
}

