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#version 450
layout(row_major) uniform;
layout(row_major) buffer;
struct Param_0
{
vec4 a_0;
vec4 b_0;
};
layout(binding = 0)
layout(std140) uniform _S1
{
Param_0 _data;
} params_0;
layout(location = 0)
out vec4 _S2;
void main()
{
const vec4 _S3 = vec4(2.0);
const vec4 _S4 = vec4(3.0);
_S2 = mix(_S4, _S3, (equal(params_0._data.a_0,params_0._data.b_0))) + mix(_S4, _S3, (lessThan(params_0._data.a_0,params_0._data.b_0))) + mix(_S4, _S3, (greaterThan(params_0._data.a_0,params_0._data.b_0))) + mix(_S4, _S3, (lessThanEqual(params_0._data.a_0,params_0._data.b_0))) + mix(_S4, _S3, (greaterThanEqual(params_0._data.a_0,params_0._data.b_0))) + mix(_S4, _S3, (notEqual(params_0._data.a_0,params_0._data.b_0)));
return;
}
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