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#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) readonly buffer SSBO
{
vec4 in_data[];
} _23;
layout(binding = 1, std430) writeonly buffer SSBO2
{
vec4 out_data[];
} _33;
void main()
{
vec4 _29 = _23.in_data[gl_GlobalInvocationID.x];
_33.out_data[gl_GlobalInvocationID.x] = mod(_29, _33.out_data[gl_GlobalInvocationID.x]);
_33.out_data[gl_GlobalInvocationID.x] = uintBitsToFloat(floatBitsToUint(_29) % floatBitsToUint(_33.out_data[gl_GlobalInvocationID.x]));
_33.out_data[gl_GlobalInvocationID.x] = intBitsToFloat(floatBitsToInt(_29) % floatBitsToInt(_33.out_data[gl_GlobalInvocationID.x]));
}