
// 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;
    float c0;
    float c1;
    float c2;
    float c3;
    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[];
} _165;

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;
} _994;

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;
} _1206;

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

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

void main()
{
    int _984 = gl_InstanceIndex + gl_DrawIDARB;
    int _985 = readFirstInvocationARB(_984);
    uint _2870 = uint(gl_VertexIndex);
    uint _2873 = _2870 + _994.g_cbMainArray._aMain[_985]._Indices._uiPositionOffset;
    vec4 _2886 = vec4(g_rbVertices_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiPositionsBufferIndex].g_rbVertices[_2873].x, g_rbVertices_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiPositionsBufferIndex].g_rbVertices[_2873].y, g_rbVertices_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiPositionsBufferIndex].g_rbVertices[_2873].z, 1.0);
    uint _2893 = _2870 + _994.g_cbMainArray._aMain[_985]._Indices._uiNormalOffset;
    int _2922 = g_rbTBNs_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2893]._iNormal & 1023;
    int _2925 = (g_rbTBNs_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2893]._iNormal >> 10) & 1023;
    int _2928 = (g_rbTBNs_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2893]._iNormal >> 20) & 1023;
    int _7678;
    if (_2922 > 512)
    {
        _7678 = _2922 | (-1024);
    }
    else
    {
        _7678 = _2922;
    }
    int _7680;
    if (_2925 > 512)
    {
        _7680 = _2925 | (-1024);
    }
    else
    {
        _7680 = _2925;
    }
    int _7682;
    if (_2928 > 512)
    {
        _7682 = _2928 | (-1024);
    }
    else
    {
        _7682 = _2928;
    }
    float _2971 = float(_7678);
    float _2974 = float(_7680);
    float _2977 = float(_7682);
    vec3 _2978 = vec3(_2971, _2974, _2977);
    vec3 _2981 = _2978 * vec3(0.001956947147846221923828125);
    vec3 _3071 = _2886.xyz;
    vec4 _3111 = g_rbObjects_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _2886;
    mat3 _3269 = mat3(g_rbObjects_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3272 = _3269 * _2981;
    vec2 _3434 = vec2(g_rbMaterials_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, 1.0);
    vec2 _3435 = in_uv0.zw + _3434;
    vec4 _3436 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _3435, 0.0);
    float _3438 = _3436.x;
    float _3448 = _3438 * 0.999989986419677734375;
    float _3449 = clamp(_3448, 0.0, 1.0);
    float _3450 = mix(-0.100000001490116119384765625, 0.100000001490116119384765625, _3449);
    vec3 _3452 = vec3(_3450);
    float _3464 = in_color.y * 0.999989986419677734375;
    float _3465 = clamp(_3464, 0.0, 1.0);
    float _3466 = mix(0.0, 1.0, _3465);
    vec3 _3468 = vec3(_3466);
    vec3 _3471 = _3452 * _3468;
    float _3484 = in_color.x * 0.999989986419677734375;
    float _3485 = clamp(_3484, 0.0, 1.0);
    float _3486 = mix(0.0, 1.0, _3485);
    vec3 _3488 = vec3(_3486);
    vec2 _3499 = _3111.xz;
    vec2 _3504 = _3499 * vec2(0.100000001490116119384765625, -0.100000001490116119384765625);
    vec2 _3507 = vec2(g_rbMaterials_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiMaterialIndex].g_rbMaterials[0].c1);
    vec2 _3508 = _3504 + _3507;
    vec4 _3509 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_994.g_cbMainArray._aMain[_985]._Indices._uiMaterialIndex].g_rbMaterials[0].s2], _3508, 0.0);
    float _3511 = _3509.y;
    float _3521 = _3511 * 0.999989986419677734375;
    float _3522 = clamp(_3521, 0.0, 1.0);
    float _3523 = mix(-0.20000000298023223876953125, 1.0, _3522);
    vec3 _3525 = vec3(_3523);
    vec3 _3528 = _3488 * _3525;
    vec3 _3532 = _3471 + _3528;
    vec3 _3536 = _3272 * _3532;
    vec3 _3540 = _3536 * vec3(0.070000000298023223876953125);
    vec3 _3564 = _3071 + _3540;
    float _3690 = _3564.x;
    float _3691 = _3564.y;
    float _3692 = _3564.z;
    vec4 _3693 = vec4(_3690, _3691, _3692, 1.0);
    vec4 _3694 = _165.g_rbMatrices[_994.g_cbMainArray._aMain[_985]._Indices._uiMatricesIndex]._mModelView * _3693;
    vec4 _3713 = _165.g_rbMatrices[_994.g_cbMainArray._aMain[_985]._Indices._uiMatricesIndex]._mModelViewProj * _3693;
    vec4 _7688;
    if (_1206.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3747 = _3713.w;
        vec4 _7689;
        if ((_3713.z / _3747) > 1.0)
        {
            vec4 _7690;
            if (_3694.z > _1206.g_cbPass._fNearPlane)
            {
                vec4 _7667 = _3713;
                _7667.z = _3747;
                _7690 = _7667;
            }
            else
            {
                _7690 = _3713;
            }
            _7689 = _7690;
        }
        else
        {
            _7689 = _3713;
        }
        _7688 = _7689;
    }
    else
    {
        _7688 = _3713;
    }
    interp_instanceID = float(_984) + 0.5;
    float _2756 = _3694.x;
    float _2757 = _3694.y;
    float _2758 = _3694.z;
    vec4 _2759 = vec4(_2756, _2757, _2758, 1.0);
    float _2760 = dot(_1206.g_cbPass._vfVsClippingPlane[0], _2759);
    float _2761 = -_2760;
    gl_ClipDistance[0] = _2761;
    gl_Position = _7688;
}

