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#version 310 es
layout(local_size_x = 1) in;
layout(std430, binding = 0) readonly buffer SSBO
{
mat4 mvp;
vec4 in_data[];
};
layout(std430, binding = 1) writeonly buffer SSBO2
{
vec4 out_data[];
};
void main()
{
uint ident = gl_GlobalInvocationID.x;
vec4 idat = in_data[ident];
int k = 0;
// Continue with side effects.
while (++k < 10)
{
idat *= 2.0;
k++;
}
// Again used here ...
for (uint i = 0u; i < 16u; i++, k++)
for (uint j = 0u; j < 30u; j++)
idat = mvp * idat;
do
{
k++;
} while (k > 10);
out_data[ident] = idat;
}
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