#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; mat4 _235; int _245; void main() { uint _229; bool _231; mat4 _234; _234 = _235; _231 = false; _229 = 0u; bool _251; mat4 _232; int _243; bool _158; for (;;) { _158 = _229 < _11.shadowCascadesNum; if (_158) { 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) { _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); break; } else { _234 = _232; _231 = _251; _229++; continue; } _234 = _232; _231 = _251; _229++; continue; } else { _243 = _245; break; } } _entryPointOutput = (_158 ? true : false) ? _243 : (-1); }