GLSL:
#version 460
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;

layout(set = 0, binding = 0, std430) restrict readonly buffer SSBO
{
    uint _m0[];
} _9;

layout(set = 0, binding = 0, std430) writeonly buffer _11_13
{
    uint _m0[];
} _13;

void main()
{
    _13._m0[0u] = floatBitsToUint(cos(inversesqrt(exp2(sqrt(sin(log2(uintBitsToFloat(_9._m0[0u]))))))));
}


