
// Vk3DVision (http://3dsurroundgaming.com/) - Original Shader
#version 450
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_ARB_shader_draw_parameters : require
#extension GL_ARB_shader_ballot : require

out float gl_ClipDistance[1];

invariant gl_Position;

struct unaligned_float3
{
    float x;
    float y;
    float z;
};

struct S_INDICES
{
    uint _uiObjectIndex;
    uint _uiMaterialIndex;
    uint _uiMaterialInstanceIndex;
    uint _uiLastFrameMaterialIndex;
    uint _uiLastFrameMaterialInstanceIndex;
    uint _uiPositionsBufferIndex;
    uint _uiPrevPositionsBufferIndex;
    uint _uiNormalsBufferIndex;
    uint _uiPositionOffset;
    uint _uiPrevPositionOffset;
    uint _uiNormalOffset;
    uint _uiMatricesIndex;
};

struct S_MAIN_DEFAULT
{
    S_INDICES _Indices;
};

struct S_MAIN_DEFAULT_ARRAY
{
    S_MAIN_DEFAULT _aMain[32];
};

struct S_MESH_OBJECT
{
    mat4 _mModel;
    mat4 _mModelLast;
    mat4 _mInvModel;
    mat4 _mInvModelLast;
    vec4 _vDiversityOffset;
    uint _uiSceneZoneIndex;
    uint _uiNeighborSceneZoneIndex;
    uint _uiDisplayFlags;
    uint _uiPackedLocalExposureCompensation;
    vec4 _vPortalDirAndDistance;
    int _iPickingID[2];
    float _fLocalExposureCompensation;
    float _fLocalExposureCompensationEV100;
};

struct S_MATERIAL
{
    vec4 _vErrorColor;
    float _fDepthBias;
    float _fDummy0;
    float _fDummy1;
    float _fDummy2;
    uint s0;
    uint s1;
    uint s2;
    uint s3;
};

struct S_PASS_MATRICES
{
    mat4 _mViewJitteredProj;
    mat4 _mViewProj;
    mat4 _mView;
    mat4 _mInvView;
    mat4 _mJitteredProj;
};

struct S_EYE_DATA
{
    S_PASS_MATRICES _mCurrentFrameMatrices[2];
    S_PASS_MATRICES _mPreviousFrameMatrices[2];
    mat4 _mJitteredProjection[2];
    mat4 _mNoJitterProjection[2];
    mat4 _mInvViewJitteredProj[2];
    vec4 _vWorldSpaceCameraVector[2];
    vec4 _vWorldSpaceCameraPosition[2];
    vec4 _vFrameBufferScale;
    vec4 _vFrameBufferViewportSize;
    vec4 _vFrameBufferOneOnViewportSize;
    vec4 _vViewportSize;
    vec4 _vFogSubCrop;
    uint _uiAlignment0;
    uint _uiAlignment1;
    float _vCameraJitterDeltaX;
    float _vCameraJitterDeltaY;
    vec4 _vfRcpFVolumetricFogDepthTileSize;
};

struct S_CASCADED_SHADOW
{
    mat4 _mCascadeMatrix[2][8];
    mat4 _mViewSpaceToStaticShadowMapSpace[2];
    vec4 _vfCascadeShadowAttenuation;
    vec4 _vfShadowCascadeTextureTexelSize;
    vec4 _vfStaticShadowBlurRadius;
    vec4 _vfCascadeLinearZProjFactors[8];
    vec4 _vfCascadeParams[8];
};

struct S_CLUSTER_LIGHT_SETUP
{
    S_CASCADED_SHADOW _CascadedShadow;
    vec4 _vfSkinUVParamsAndNormalBias;
    vec4 _vfShadowTextureTexelSize;
    vec4 _vfDummy_SkinFresnelF0AndF90;
    uint _uiCascadedUsed;
    float _fSSSWidth;
    float _fOffsetBias;
    float _fDummy;
};

struct S_CLUSTER_INFO
{
    mat4 _mViewToClusterView[2];
    mat4 _mClusterProjMatrix;
    mat4 _mClusterInvProjMatrix;
    vec4 _vfLeftEyeToCombinedEyeVsDeltaXZ;
    uint _uiFinestMipWidth;
    uint _uiFinestMipHeight;
    uint _uiFinestMipDepth;
    uint _uiFinestMipWidthHeight;
    float _fZSliceGeomFactor;
    float _fRcpLogZSliceGeomFactor;
    float _fDummy0;
    float _fDummy1;
    float _fNearP;
    float _fInvNearP;
    float _fFarP;
    float _fClusterCoincidentWithCamera;
};

struct S_PASS
{
    S_EYE_DATA _EyeData;
    vec4 _avFrustumCorners[4];
    vec4 _vTime;
    vec4 _cFogColor;
    vec4 _vFogSetup;
    vec4 _cSunColor;
    vec4 _vSunDir;
    vec4 _vProjectionSetup;
    vec4 _vProjectionCoeff;
    vec4 _vOutputColor;
    vec4 _vfVsClippingPlane[2];
    S_CLUSTER_LIGHT_SETUP _LightSetup;
    S_CLUSTER_INFO _ClusterInfo;
    float _fIBLIntensity;
    float _fGIIntensity;
    float _fAmbiantOcclusionDirectIntensity;
    float _fAmbiantOcclusionIndirectIntensity;
    float _fNormalSign;
    int _iFogType;
    float _fSelfOcclusionDebugRatio;
    float _fEmissive;
    int _iEnableSkinSSSSS;
    int _iUseHairOpaquePrepass;
    float _fLocalSceneExposure;
    uint _uiDebugMode;
    uint _sFlags;
    float _fTAADropsSharpness;
    uint _uNeoScaleX;
    uint _uNeoScaleY;
    uint _uiDirectOverdrawFilter;
    float _fCoderTest0;
    float _fCoderTest1;
    float _fCoderTest2;
    uint _uiBakeOutput;
    float _fDefaultAmbientIntensity;
    float _fDefaultLightingIntensity;
    uint _uiOutputColor;
    float _fAARotation;
    float _fClampDirectSpecular;
    float _fNearPlane;
    float _fFarPlane;
    float _fNDFFilteringScreenSpaceVariance;
    float _fNDFFilteringThreshold;
    float _fNDFFilteringScreenSpaceVariance_EyeShader;
    float _fNDFFilteringThreshold_EyeShader;
    float _fSurfaceGradientTextureFiltering;
    float _fZero;
    uint _uDepthClamp;
    uint _uiLightDebugMode;
    vec4 _vfFragCoordToDepthTexFactor;
    vec4 _vfFragCoordToDepthTexFactor_HalfRes;
    uint _uHdr;
    uint _uiDrawMayaSwatch;
    float _fEyeRoughnessBias;
    float _fDummy1;
};

layout(set = 1, binding = 39, std430) readonly buffer g_rbVertices_Layout
{
    unaligned_float3 g_rbVertices[];
} g_rbVertices_Buffer[];

layout(set = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _550;

layout(set = 1, binding = 33, std430) readonly buffer g_rbObjects_Layout
{
    S_MESH_OBJECT g_rbObjects[];
} g_rbObjects_Buffer[];

layout(set = 1, binding = 34, std430) readonly buffer g_rbMaterials_Layout
{
    S_MATERIAL g_rbMaterials[];
} g_rbMaterials_Buffer[];

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _732;

layout(set = 1, binding = 12) uniform sampler2D g_rb2DTextures[];

layout(location = 3) in vec4 in_color;
layout(location = 8) in vec2 in_uv0;
layout(location = 23) out float interp_instanceID;

void main()
{
    int _540 = gl_InstanceIndex + gl_DrawIDARB;
    int _541 = readFirstInvocationARB(_540);
    uint _2410 = uint(gl_VertexIndex);
    uint _2413 = _2410 + _550.g_cbMainArray._aMain[_541]._Indices._uiPositionOffset;
    vec4 _2482 = vec4(g_rbVertices_Buffer[_550.g_cbMainArray._aMain[_541]._Indices._uiPositionsBufferIndex].g_rbVertices[_2413].x, g_rbVertices_Buffer[_550.g_cbMainArray._aMain[_541]._Indices._uiPositionsBufferIndex].g_rbVertices[_2413].y, g_rbVertices_Buffer[_550.g_cbMainArray._aMain[_541]._Indices._uiPositionsBufferIndex].g_rbVertices[_2413].z, 1.0);
    vec4 _2483 = g_rbObjects_Buffer[_550.g_cbMainArray._aMain[_541]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _2482;
    vec3 _2484 = _2483.xyz;
    vec2 _2618 = in_uv0 * vec2(0.100000001490116119384765625);
    vec4 _2619 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_550.g_cbMainArray._aMain[_541]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _2618, 0.0);
    vec3 _2621 = _2619.xyz;
    vec3 _2624 = _2621 * vec3(0.0, 0.0, 0.2199999988079071044921875);
    vec3 _2631 = _2624 * in_color.xyz;
    vec3 _2654 = _2484 + _2631;
    float _2719 = _2654.x;
    float _2720 = _2654.y;
    float _2721 = _2654.z;
    vec4 _2722 = vec4(_2719, _2720, _2721, 1.0);
    vec4 _2723 = _732.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _2722;
    vec4 _2739 = _732.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _2722;
    vec4 _5892;
    if (_732.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _2754 = _2739.w;
        vec4 _5893;
        if ((_2739.z / _2754) > 1.0)
        {
            vec4 _5894;
            if (_2723.z > _732.g_cbPass._fNearPlane)
            {
                vec4 _5887 = _2739;
                _5887.z = _2754;
                _5894 = _5887;
            }
            else
            {
                _5894 = _2739;
            }
            _5893 = _5894;
        }
        else
        {
            _5893 = _2739;
        }
        _5892 = _5893;
    }
    else
    {
        _5892 = _2739;
    }
    interp_instanceID = float(_540) + 0.5;
    float _2293 = _2723.x;
    float _2294 = _2723.y;
    float _2295 = _2723.z;
    vec4 _2296 = vec4(_2293, _2294, _2295, 1.0);
    float _2297 = dot(_732.g_cbPass._vfVsClippingPlane[0], _2296);
    float _2298 = -_2297;
    gl_ClipDistance[0] = _2298;
    gl_Position = _5892;
}

