SPIRV-Cross/reference/opt/shaders/asm/frag/loop-body-dominator-continue-access.asm.frag

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#version 450
layout(binding = 0, std140) uniform Foo
{
layout(row_major) mat4 lightVP[64];
uint shadowCascadesNum;
int test;
} _11;
layout(location = 0) in vec3 fragWorld;
layout(location = 0) out int _entryPointOutput;
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mat4 _235;
int _245;
void main()
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{
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uint _229;
bool _231;
mat4 _234;
_234 = _235;
_231 = false;
_229 = 0u;
bool _251;
mat4 _232;
int _243;
bool _158;
for (;;)
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{
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_158 = _229 < _11.shadowCascadesNum;
if (_158)
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{
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bool _209 = _11.test == 0;
mat4 _233;
if (_209)
{
_233 = mat4(vec4(0.5, 0.0, 0.0, 0.0), vec4(0.0, 0.5, 0.0, 0.0), vec4(0.0, 0.0, 0.5, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
}
else
{
_233 = _234;
}
bool _250 = _209 ? true : _231;
if (!_250)
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{
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_232 = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
}
else
{
_232 = _233;
}
_251 = _250 ? _250 : true;
vec4 _171 = (_232 * _11.lightVP[_229]) * vec4(fragWorld, 1.0);
float _218 = _171.z;
float _222 = _171.x;
float _224 = _171.y;
if ((((_218 >= 0.0) && (_218 <= 1.0)) && (max(_222, _224) <= 1.0)) && (min(_222, _224) >= 0.0))
{
_243 = int(_229);
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break;
}
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else
{
_234 = _232;
_231 = _251;
_229++;
continue;
}
_234 = _232;
_231 = _251;
_229++;
continue;
}
else
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{
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_243 = _245;
break;
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}
}
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_entryPointOutput = (_158 ? true : false) ? _243 : (-1);
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}