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#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 _30;
_30 = 7;
int _27_copy;
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));
}
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