#version 310 es precision mediump float; uvec3 tint_symbol = uvec3(0u, 0u, 0u); layout (binding = 2) buffer ResultMatrix_1 { float numbers[]; } resultMatrix; float binaryOperation_f1_f1_(inout float a, inout float b) { float x_26 = 0.0f; float x_13 = b; if ((x_13 == 0.0f)) { return 1.0f; } float x_21 = b; if (!((round((x_21 - (2.0f * floor((x_21 / 2.0f))))) == 1.0f))) { float x_29 = a; float x_31 = b; x_26 = pow(abs(x_29), x_31); } else { float x_34 = a; float x_36 = a; float x_38 = b; x_26 = (sign(x_34) * pow(abs(x_36), x_38)); } return x_26; } void main_1() { int index = 0; int a_1 = 0; float param = 0.0f; float param_1 = 0.0f; uint x_54 = tint_symbol.x; index = int(x_54); a_1 = -10; int x_63 = index; param = -4.0f; param_1 = -3.0f; float x_68 = binaryOperation_f1_f1_(param, param_1); resultMatrix.numbers[x_63] = x_68; return; } struct tint_symbol_4 { uvec3 tint_symbol_2; }; void tint_symbol_1_inner(uvec3 tint_symbol_2) { tint_symbol = tint_symbol_2; main_1(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void tint_symbol_1(tint_symbol_4 tint_symbol_3) { tint_symbol_1_inner(tint_symbol_3.tint_symbol_2); return; } void main() { tint_symbol_4 inputs; inputs.tint_symbol_2 = gl_GlobalInvocationID; tint_symbol_1(inputs); }