
// 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 S_MATRICES
{
    mat4 _mModelViewProj;
    mat4 _mModelViewProjPrevious;
    mat4 _mModelView;
    mat4 _mInvModelView;
};

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

struct S_TBN
{
    int _iNormal;
    int _iTangent;
};

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_SPEEDTREE_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];
    uint _uiPadding[2];
    vec4 _vTreeRotation;
    vec4 _vWindGlobal;
    vec4 _vWindVector;
    vec4 _vWindBranchAdherences;
    vec4 _vWindBranch;
    vec4 _vWindBranchTwitch;
    vec4 _vWindBranchWhipTurbulences;
    vec4 _vWindFrondRipple;
    vec4 _vWindLeaf1Ripple;
    vec4 _vWindLeaf1Tumble;
    vec4 _vWindLeaf1Twitch;
    vec4 _vWindLeaf2Ripple;
    vec4 _vWindLeaf2Tumble;
    vec4 _vWindLeaf2Twitch;
    vec4 _vAnchorAllTime;
    vec4 _vRollingBranch;
    vec4 _vRollingLeafOffset;
    vec4 _vRollingNoise;
    uint _uiLOD;
    uint _uiSmooth;
    float _fLocalExposureCompensation;
    float _fLocalExposureCompensationEV100;
    vec4 _vWindGlobalLast;
    vec4 _vWindBranchLast;
    vec4 _vWindFrondRippleLast;
    vec4 _vWindLeaf1RippleLast;
    vec4 _vWindLeaf1TumbleLast;
    vec4 _vWindLeaf1TwitchLast;
    vec4 _vWindLeaf2RippleLast;
    vec4 _vWindLeaf2TumbleLast;
    vec4 _vAnchorAllTimeLast;
};

struct S_MATERIAL
{
    vec4 _vErrorColor;
    float _fDepthBias;
    float _fDummy0;
    float _fDummy1;
    float _fDummy2;
    float c0;
    float c1;
    float c2;
    float c3;
    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 = 24, std430) readonly buffer stc_g_rbMatrices_Layout
{
    S_MATRICES g_rbMatrices[];
} _459;

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

layout(set = 1, binding = 40, std430) readonly buffer g_rbTBNs_Layout
{
    S_TBN g_rbTBNs[];
} g_rbTBNs_Buffer[];

layout(set = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _3463;

layout(set = 1, binding = 33, std430) readonly buffer g_rbObjects_Layout
{
    S_SPEEDTREE_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;
} _3737;

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

layout(location = 8) in vec2 in_uv0;
layout(location = 10) in vec4 in_lodPosition;
layout(location = 11) in vec4 in_windBranchData;
layout(location = 12) in vec4 in_windExtraDataFlag;
layout(location = 13) in vec4 in_LeafAnchorHint;
layout(location = 8) out vec2 interp_uv0;
layout(location = 21) out vec3 interp_vfVsPosition;
layout(location = 14) out vec3 interp_vfVsTangent;
layout(location = 15) out vec3 interp_vfVsBinormal;
layout(location = 13) out vec3 interp_vfVsNormal;
layout(location = 23) out float interp_instanceID;

void main()
{
    int _3453 = gl_InstanceIndex + gl_DrawIDARB;
    int _3454 = readFirstInvocationARB(_3453);
    uint _5754 = uint(gl_VertexIndex);
    uint _5757 = _5754 + _3463.g_cbMainArray._aMain[_3454]._Indices._uiPositionOffset;
    uint _5777 = _5754 + _3463.g_cbMainArray._aMain[_3454]._Indices._uiNormalOffset;
    int _5806 = g_rbTBNs_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5777]._iNormal & 1023;
    int _5809 = (g_rbTBNs_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5777]._iNormal >> 10) & 1023;
    int _5812 = (g_rbTBNs_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5777]._iNormal >> 20) & 1023;
    int _11902;
    if (_5806 > 512)
    {
        _11902 = _5806 | (-1024);
    }
    else
    {
        _11902 = _5806;
    }
    int _11904;
    if (_5809 > 512)
    {
        _11904 = _5809 | (-1024);
    }
    else
    {
        _11904 = _5809;
    }
    int _11906;
    if (_5812 > 512)
    {
        _11906 = _5812 | (-1024);
    }
    else
    {
        _11906 = _5812;
    }
    vec3 _5865 = vec3(float(_11902), float(_11904), float(_11906)) * vec3(0.001956947147846221923828125);
    int _5874 = g_rbTBNs_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5777]._iTangent & 1023;
    int _5877 = (g_rbTBNs_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5777]._iTangent >> 10) & 1023;
    int _5880 = (g_rbTBNs_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5777]._iTangent >> 20) & 1023;
    int _11908;
    if (_5874 > 512)
    {
        _11908 = _5874 | (-1024);
    }
    else
    {
        _11908 = _5874;
    }
    int _11910;
    if (_5877 > 512)
    {
        _11910 = _5877 | (-1024);
    }
    else
    {
        _11910 = _5877;
    }
    int _11912;
    if (_5880 > 512)
    {
        _11912 = _5880 | (-1024);
    }
    else
    {
        _11912 = _5880;
    }
    float _5938 = float((g_rbTBNs_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5777]._iTangent >> 30) != 0);
    vec3 _6069 = vec4(vec3(float(_11908), float(_11910), float(_11912)) * vec3(0.001956947147846221923828125), _5938).xyz;
    vec4 _6742 = vec4(g_rbVertices_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiPositionsBufferIndex].g_rbVertices[_5757].x, g_rbVertices_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiPositionsBufferIndex].g_rbVertices[_5757].y, g_rbVertices_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiPositionsBufferIndex].g_rbVertices[_5757].z, 1.0);
    vec4 _6743 = g_rbObjects_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _6742;
    vec3 _6744 = _6743.xyz;
    vec2 _6872 = vec2(g_rbMaterials_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, 0.0);
    vec2 _6873 = in_uv0 + _6872;
    vec4 _6874 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _6873, 0.0);
    vec3 _6876 = _6874.xyz;
    float _6893 = in_uv0.y - 0.1398960053920745849609375;
    float _6898 = _6893 * 1.7079331874847412109375;
    float _6899 = clamp(_6898, 0.0, 1.0);
    float _6900 = mix(1.0, 0.0, _6899);
    vec3 _6902 = vec3(_6900);
    vec3 _6905 = _6876 * _6902;
    float _6907 = _6905.x;
    vec3 _6911 = vec3(_6907);
    vec3 _6912 = mix(vec3(0.0), vec3(0.0454499982297420501708984375, 0.0, 0.096363998949527740478515625), _6911);
    vec3 _6924 = _6744 + _6912;
    float _6960 = _6924.x;
    float _6961 = _6924.y;
    float _6962 = _6924.z;
    vec4 _6963 = vec4(_6960, _6961, _6962, 1.0);
    vec4 _6964 = _3737.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _6963;
    vec4 _6980 = _3737.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _6963;
    vec4 _11921;
    if (_3737.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _7035 = _6980.w;
        vec4 _11922;
        if ((_6980.z / _7035) > 1.0)
        {
            vec4 _11923;
            if (_6964.z > _3737.g_cbPass._fNearPlane)
            {
                vec4 _11889 = _6980;
                _11889.z = _7035;
                _11923 = _11889;
            }
            else
            {
                _11923 = _6980;
            }
            _11922 = _11923;
        }
        else
        {
            _11922 = _6980;
        }
        _11921 = _11922;
    }
    else
    {
        _11921 = _6980;
    }
    interp_instanceID = float(_3453) + 0.5;
    float _5640 = _6964.x;
    float _5641 = _6964.y;
    float _5642 = _6964.z;
    vec4 _5643 = vec4(_5640, _5641, _5642, 1.0);
    float _5644 = dot(_3737.g_cbPass._vfVsClippingPlane[0], _5643);
    float _5645 = -_5644;
    gl_ClipDistance[0] = _5645;
    interp_uv0 = in_uv0;
    interp_vfVsPosition = _6964.xyz;
    interp_vfVsTangent = mat3(_459.g_rbMatrices[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMatricesIndex]._mModelView[0].xyz, _459.g_rbMatrices[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMatricesIndex]._mModelView[1].xyz, _459.g_rbMatrices[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _6069;
    interp_vfVsBinormal = mat3(_459.g_rbMatrices[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMatricesIndex]._mModelView[0].xyz, _459.g_rbMatrices[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMatricesIndex]._mModelView[1].xyz, _459.g_rbMatrices[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_5865, _6069) * ((_5938 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_459.g_rbMatrices[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMatricesIndex]._mModelView[0].xyz, _459.g_rbMatrices[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMatricesIndex]._mModelView[1].xyz, _459.g_rbMatrices[_3463.g_cbMainArray._aMain[_3454]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _5865;
    gl_Position = _11921;
}

