#version 310 es layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(binding = 1, std430) writeonly buffer SSBO2 { vec4 out_data[]; } _27; void main() { uint ident = gl_GlobalInvocationID.x; if (ident == 2u) { _27.out_data[ident] = vec4(20.0); } else { if (ident == 4u) { _27.out_data[ident] = vec4(10.0); return; } } int i = 0; while (i < 20) { if (i == 10) { break; } return; } _27.out_data[ident] = vec4(10.0); }