#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;

layout(binding = 1, std430) buffer SSBO1
{
    ivec4 outputs[];
} _21;

layout(binding = 0, std430) buffer SSBO0
{
    ivec4 inputs[];
} _27;

void main()
{
    _21.outputs[gl_GlobalInvocationID.x] = mix(ivec4(0), ivec4(1), notEqual((_27.inputs[gl_GlobalInvocationID.x] & ivec4(3)), ivec4(uvec4(0u))));
}

