
// 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_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;
    uint s4;
    uint s5;
    uint s6;
    uint s7;
};

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[];
} _170;

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;
} _938;

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;
} _1134;

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 = 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;

vec3 _7096;

void main()
{
    int _928 = gl_InstanceIndex + gl_DrawIDARB;
    int _929 = readFirstInvocationARB(_928);
    uint _2799 = uint(gl_VertexIndex);
    uint _2802 = _2799 + _938.g_cbMainArray._aMain[_929]._Indices._uiPositionOffset;
    uint _2822 = _2799 + _938.g_cbMainArray._aMain[_929]._Indices._uiNormalOffset;
    int _2851 = g_rbTBNs_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2822]._iNormal & 1023;
    int _2854 = (g_rbTBNs_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2822]._iNormal >> 10) & 1023;
    int _2857 = (g_rbTBNs_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2822]._iNormal >> 20) & 1023;
    int _7074;
    if (_2851 > 512)
    {
        _7074 = _2851 | (-1024);
    }
    else
    {
        _7074 = _2851;
    }
    int _7076;
    if (_2854 > 512)
    {
        _7076 = _2854 | (-1024);
    }
    else
    {
        _7076 = _2854;
    }
    int _7078;
    if (_2857 > 512)
    {
        _7078 = _2857 | (-1024);
    }
    else
    {
        _7078 = _2857;
    }
    vec3 _2910 = vec3(float(_7074), float(_7076), float(_7078)) * vec3(0.001956947147846221923828125);
    int _2919 = g_rbTBNs_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2822]._iTangent & 1023;
    int _2922 = (g_rbTBNs_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2822]._iTangent >> 10) & 1023;
    int _2925 = (g_rbTBNs_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2822]._iTangent >> 20) & 1023;
    int _7080;
    if (_2919 > 512)
    {
        _7080 = _2919 | (-1024);
    }
    else
    {
        _7080 = _2919;
    }
    int _7082;
    if (_2922 > 512)
    {
        _7082 = _2922 | (-1024);
    }
    else
    {
        _7082 = _2922;
    }
    int _7084;
    if (_2925 > 512)
    {
        _7084 = _2925 | (-1024);
    }
    else
    {
        _7084 = _2925;
    }
    float _2983 = float((g_rbTBNs_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2822]._iTangent >> 30) != 0);
    vec4 _3035 = vec4(g_rbVertices_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiPositionsBufferIndex].g_rbVertices[_2802].x, g_rbVertices_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiPositionsBufferIndex].g_rbVertices[_2802].y, g_rbVertices_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiPositionsBufferIndex].g_rbVertices[_2802].z, 1.0);
    vec4 _3036 = g_rbObjects_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3035;
    vec3 _3037 = _3036.xyz;
    vec3 _3108 = vec4(vec3(float(_7080), float(_7082), float(_7084)) * vec3(0.001956947147846221923828125), _2983).xyz;
    vec3 _7049 = _7096;
    _7049.x = in_color.x;
    vec3 _7052 = _7049;
    _7052.y = in_color.y;
    vec3 _7055 = _7052;
    _7055.z = in_color.z;
    vec2 _3324 = in_uv0 * vec2(0.0500000007450580596923828125);
    vec4 _3325 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_938.g_cbMainArray._aMain[_929]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _3324, 0.0);
    float _3327 = _3325.y;
    float _3337 = _3327 * 0.999989986419677734375;
    float _3338 = clamp(_3337, 0.0, 1.0);
    float _3339 = mix(0.0, 0.100000001490116119384765625, _3338);
    vec3 _3341 = vec3(_3339);
    vec3 _3344 = _7055 * _3341;
    vec3 _3367 = _3037 + _3344;
    float _3432 = _3367.x;
    float _3433 = _3367.y;
    float _3434 = _3367.z;
    vec4 _3435 = vec4(_3432, _3433, _3434, 1.0);
    vec4 _3436 = _1134.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _3435;
    vec4 _3452 = _1134.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _3435;
    vec4 _7093;
    if (_1134.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3467 = _3452.w;
        vec4 _7094;
        if ((_3452.z / _3467) > 1.0)
        {
            vec4 _7095;
            if (_3436.z > _1134.g_cbPass._fNearPlane)
            {
                vec4 _7064 = _3452;
                _7064.z = _3467;
                _7095 = _7064;
            }
            else
            {
                _7095 = _3452;
            }
            _7094 = _7095;
        }
        else
        {
            _7094 = _3452;
        }
        _7093 = _7094;
    }
    else
    {
        _7093 = _3452;
    }
    interp_instanceID = float(_928) + 0.5;
    float _2685 = _3436.x;
    float _2686 = _3436.y;
    float _2687 = _3436.z;
    vec4 _2688 = vec4(_2685, _2686, _2687, 1.0);
    float _2689 = dot(_1134.g_cbPass._vfVsClippingPlane[0], _2688);
    float _2690 = -_2689;
    gl_ClipDistance[0] = _2690;
    interp_uv0 = in_uv0;
    interp_vfVsPosition = _3436.xyz;
    interp_vfVsTangent = mat3(_170.g_rbMatrices[_938.g_cbMainArray._aMain[_929]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_938.g_cbMainArray._aMain[_929]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_938.g_cbMainArray._aMain[_929]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _3108;
    interp_vfVsBinormal = mat3(_170.g_rbMatrices[_938.g_cbMainArray._aMain[_929]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_938.g_cbMainArray._aMain[_929]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_938.g_cbMainArray._aMain[_929]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_2910, _3108) * ((_2983 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_170.g_rbMatrices[_938.g_cbMainArray._aMain[_929]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_938.g_cbMainArray._aMain[_929]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_938.g_cbMainArray._aMain[_929]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2910;
    gl_Position = _7093;
}

