
// 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_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_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;
    float c0;
    float c1;
    float c2;
    float c3;
    uint s0;
    uint s1;
    uint s2;
    uint s3;
    uint s4;
    uint s5;
    uint s6;
    uint s7;
    uint s8;
    uint s9;
    uint s10;
    uint s11;
    uint s12;
    uint s13;
    uint s14;
    uint s15;
    uint s16;
    uint s17;
    uint s18;
    uint s19;
};

struct S_MATERIAL_INSTANCE
{
    float c0;
    float c1;
    float c2;
    float c3;
    float c4;
    float c5;
    float c6;
    float c7;
    float _fGloubiboulga;
};

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 = 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;
} _1183;

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 = 1, binding = 35, std430) readonly buffer g_rbMaterialInstances_Layout
{
    S_MATERIAL_INSTANCE g_rbMaterialInstances[];
} g_rbMaterialInstances_Buffer[];

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _1479;

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

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

vec3 _7797;

void main()
{
    int _1173 = gl_InstanceIndex + gl_DrawIDARB;
    int _1174 = readFirstInvocationARB(_1173);
    uint _3137 = uint(gl_VertexIndex);
    uint _3140 = _3137 + _1183.g_cbMainArray._aMain[_1174]._Indices._uiPositionOffset;
    uint _3160 = _3137 + _1183.g_cbMainArray._aMain[_1174]._Indices._uiNormalOffset;
    int _3189 = g_rbTBNs_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3160]._iNormal & 1023;
    int _3192 = (g_rbTBNs_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3160]._iNormal >> 10) & 1023;
    int _3195 = (g_rbTBNs_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3160]._iNormal >> 20) & 1023;
    int _7784;
    if (_3189 > 512)
    {
        _7784 = _3189 | (-1024);
    }
    else
    {
        _7784 = _3189;
    }
    int _7786;
    if (_3192 > 512)
    {
        _7786 = _3192 | (-1024);
    }
    else
    {
        _7786 = _3192;
    }
    int _7788;
    if (_3195 > 512)
    {
        _7788 = _3195 | (-1024);
    }
    else
    {
        _7788 = _3195;
    }
    float _3238 = float(_7784);
    float _3241 = float(_7786);
    float _3244 = float(_7788);
    vec3 _3245 = vec3(_3238, _3241, _3244);
    vec3 _3248 = _3245 * vec3(0.001956947147846221923828125);
    vec4 _3371 = vec4(g_rbVertices_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiPositionsBufferIndex].g_rbVertices[_3140].x, g_rbVertices_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiPositionsBufferIndex].g_rbVertices[_3140].y, g_rbVertices_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiPositionsBufferIndex].g_rbVertices[_3140].z, 1.0);
    vec4 _3372 = g_rbObjects_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3371;
    vec3 _3373 = _3372.xyz;
    mat3 _3530 = mat3(g_rbObjects_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3533 = _3530 * _3248;
    vec3 _7729 = _7797;
    _7729.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(-3.0, 3.5)) + vec2(1.5499999523162841796875, -0.0500000007450580596923828125), 0.0).x;
    vec3 _3770 = vec3(g_rbMaterialInstances_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3773 = mod(_3770, vec3(2.0));
    vec3 _3777 = _7729 * _3773;
    vec3 _7738 = _7797;
    _7738.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(3.0)) + vec2(-0.20000000298023223876953125, -2.099999904632568359375), 0.0).y;
    vec3 _3807 = _3770 * vec3(0.100000001490116119384765625);
    vec3 _3810 = floor(_3807);
    vec3 _3814 = mod(_3810, vec3(2.0));
    vec3 _3818 = _7738 * _3814;
    vec3 _3822 = vec3(1.0) - _3777;
    vec3 _3825 = vec3(1.0) - _3818;
    vec3 _3826 = _3822 * _3825;
    vec3 _7747 = _7797;
    _7747.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(2.0)) + vec2(-0.3540000021457672119140625, 0.20000000298023223876953125), 0.0).z;
    vec3 _3858 = _3770 * vec3(0.00999999977648258209228515625);
    vec3 _3861 = floor(_3858);
    vec3 _3865 = mod(_3861, vec3(2.0));
    vec3 _3869 = _7747 * _3865;
    vec3 _3876 = vec3(1.0) - _3869;
    vec3 _3877 = _3826 * _3876;
    vec3 _3879 = vec3(1.0) - _3877;
    float _3881 = _3879.y;
    float _3886 = _3881 - 0.949999988079071044921875;
    float _3891 = _3886 * 19.9959964752197265625;
    float _3892 = clamp(_3891, 0.0, 1.0);
    float _3893 = mix(0.0, 1.0, _3892);
    float _3901 = _3881 - 0.88999998569488525390625;
    float _3906 = _3901 * 99.90019989013671875;
    float _3907 = clamp(_3906, 0.0, 1.0);
    float _3908 = mix(0.0, 1.0, _3907);
    vec3 _3913 = vec3(_3908);
    vec3 _3914 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _3913);
    vec3 _3919 = vec3(_3893);
    vec3 _3920 = mix(_3914, vec3(-0.03869999945163726806640625), _3919);
    vec3 _3926 = _3920 * _3533;
    vec3 _3934 = vec3(g_rbMaterialInstances_Buffer[_1183.g_cbMainArray._aMain[_1174]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _3935 = mix(vec3(0.0), _3926, _3934);
    vec3 _3958 = _3373 + _3935;
    float _4023 = _3958.x;
    float _4024 = _3958.y;
    float _4025 = _3958.z;
    vec4 _4026 = vec4(_4023, _4024, _4025, 1.0);
    vec4 _4027 = _1479.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4026;
    vec4 _4043 = _1479.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4026;
    vec4 _7794;
    if (_1479.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4058 = _4043.w;
        vec4 _7795;
        if ((_4043.z / _4058) > 1.0)
        {
            vec4 _7796;
            if (_4027.z > _1479.g_cbPass._fNearPlane)
            {
                vec4 _7760 = _4043;
                _7760.z = _4058;
                _7796 = _7760;
            }
            else
            {
                _7796 = _4043;
            }
            _7795 = _7796;
        }
        else
        {
            _7795 = _4043;
        }
        _7794 = _7795;
    }
    else
    {
        _7794 = _4043;
    }
    interp_instanceID = float(_1173) + 0.5;
    float _3023 = _4027.x;
    float _3024 = _4027.y;
    float _3025 = _4027.z;
    vec4 _3026 = vec4(_3023, _3024, _3025, 1.0);
    float _3027 = dot(_1479.g_cbPass._vfVsClippingPlane[0], _3026);
    float _3028 = -_3027;
    gl_ClipDistance[0] = _3028;
    gl_Position = _7794;
}

