GLSL:
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require

layout(set = 0, binding = 0, scalar) uniform _13_15
{
    float _m0[4];
} _15;

layout(set = 0, binding = 0) uniform textureCubeArray _9[];
layout(set = 0, binding = 0) uniform samplerShadow _19[];

layout(location = 0) in vec3 TEXCOORD;
layout(location = 1) in float DEPTH_REF;
layout(location = 1, component = 1) in float LOD_BIAS;
layout(location = 1, component = 2) in float LOD_CLAMP;
layout(location = 1, component = 3) in float LAYER;
layout(location = 2) in vec3 TEXCOORD_2;
layout(location = 0) out float SV_TARGET;
layout(location = 1) out float SV_TARGET_1;

void main()
{
    uint _36 = floatBitsToUint(_15._m0[0u]);
    vec4 _62 = vec4(TEXCOORD.x, TEXCOORD.y, TEXCOORD.z, LAYER);
    SV_TARGET = vec4(texture(nonuniformEXT(samplerCubeArrayShadow(_9[_36], _19[_36])), _62, DEPTH_REF)).x;
    vec4 _66 = vec4(TEXCOORD.x, TEXCOORD.y, TEXCOORD.z, LAYER);
    SV_TARGET_1 = vec4(textureGrad(nonuniformEXT(samplerCubeArrayShadow(_9[_36], _19[_36])), _66, DEPTH_REF, vec3(0.0), vec3(0.0))).x;
}


