#version 310 es precision mediump float; layout (binding = 0) buffer ssbOut_1 { float result[]; } x_16; layout (binding = 1) buffer ssbA_1 { float A[]; } x_20; uvec3 tint_symbol = uvec3(0u, 0u, 0u); layout (binding = 2) uniform Uniforms_1 { float NAN; int aShape; int outShape; int outShapeStrides; int size; } x_24; float getAAtOutCoords_() { uint x_42 = tint_symbol.x; float x_44 = x_20.A[x_42]; return x_44; } float unaryOperation_f1_(inout float a) { float x_47 = a; if ((x_47 < 0.0f)) { return uintBitsToFloat(0x7f800000u); } float x_55 = a; return log(x_55); } void setOutput_i1_f1_(inout int flatIndex, inout float value) { int x_27 = flatIndex; float x_28 = value; x_16.result[x_27] = x_28; return; } void main_1() { int index = 0; float a_1 = 0.0f; float param = 0.0f; int param_1 = 0; float param_2 = 0.0f; uint x_61 = tint_symbol.x; index = int(x_61); int x_63 = index; int x_70 = x_24.size; if ((x_63 < x_70)) { float x_75 = getAAtOutCoords_(); a_1 = x_75; param = a_1; float x_78 = unaryOperation_f1_(param); param_1 = index; param_2 = x_78; setOutput_i1_f1_(param_1, param_2); } 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 = 128, 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); }