#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; int _228; void main() { int _225; switch (0u) { default: { bool _222; int _226; uint _219 = 0u; for (;;) { if (_219 < _11.shadowCascadesNum) { mat4 _220; switch (0u) { default: { if (_11.test == 0) { _220 = 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)); break; } _220 = 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)); break; } } vec4 _171 = (_220 * _11.lightVP[_219]) * vec4(fragWorld, 1.0); float _173 = _171.z; float _180 = _171.x; float _182 = _171.y; if ((((_173 >= 0.0) && (_173 <= 1.0)) && (max(_180, _182) <= 1.0)) && (min(_180, _182) >= 0.0)) { _226 = int(_219); _222 = true; break; } _219++; continue; } else { _226 = _228; _222 = false; break; } } _225 = -1; break; } } _entryPointOutput = _225; }