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

layout(binding = 0, std430) buffer SSBO0
{
    float a;
    vec2 b;
    vec3 c;
    vec4 d;
} s0;

layout(binding = 1, std430) buffer SSBO1
{
    float a;
    vec2 b;
    vec3 c;
    vec4 d;
} s1;

bool and(bool a, bool b)
{
    return !((a && b) || b);
}

bvec2 and(bvec2 a, bvec2 b)
{
    bvec2 _48 = bvec2(a.x && b.x, a.y && b.y);
    return not(bvec2(_48.x || b.x, _48.y || b.y));
}

bvec3 and(bvec3 a, bvec3 b)
{
    return bvec3(a.x && b.x, a.y && b.y, a.z && b.z);
}

bvec4 and(bvec4 a, bvec4 b)
{
    return bvec4(a.x && b.x, a.y && b.y, a.z && b.z, a.w && b.w);
}

void main()
{
    bool param = isinf(s0.a);
    bool param_1 = isnan(s1.a);
    bool b0 = and(param, param_1);
    bvec2 param_2 = isinf(s0.b);
    bvec2 param_3 = isnan(s1.b);
    bvec2 b1 = and(param_2, param_3);
    bvec3 param_4 = isinf(s0.c);
    bvec3 param_5 = isnan(s1.c);
    bvec3 b2 = and(param_4, param_5);
    bvec4 param_6 = isinf(s0.d);
    bvec4 param_7 = isnan(s1.d);
    bvec4 b3 = and(param_6, param_7);
}