#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 _240; void main() { uint _227; int _236; for (;;) { _227 = 0u; bool _231; int _237; for (;;) { if (_227 < _11.shadowCascadesNum) { mat4 _228; for (;;) { if (_11.test == 0) { _228 = 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; } _228 = 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 _177 = (_228 * _11.lightVP[_227]) * vec4(fragWorld, 1.0); float _179 = _177.z; float _186 = _177.x; float _188 = _177.y; if ((((_179 >= 0.0) && (_179 <= 1.0)) && (max(_186, _188) <= 1.0)) && (min(_186, _188) >= 0.0)) { _237 = int(_227); _231 = true; break; } _227++; continue; } else { _237 = _240; _231 = false; break; } } if (_231) { _236 = _237; break; } _236 = -1; break; } _entryPointOutput = _236; }