
// 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;
};

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;
} _1225;

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;
} _1502;

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

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

vec3 _7846;

void main()
{
    int _1215 = gl_InstanceIndex + gl_DrawIDARB;
    int _1216 = readFirstInvocationARB(_1215);
    uint _3164 = uint(gl_VertexIndex);
    uint _3167 = _3164 + _1225.g_cbMainArray._aMain[_1216]._Indices._uiPositionOffset;
    uint _3187 = _3164 + _1225.g_cbMainArray._aMain[_1216]._Indices._uiNormalOffset;
    int _3216 = g_rbTBNs_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3187]._iNormal & 1023;
    int _3219 = (g_rbTBNs_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3187]._iNormal >> 10) & 1023;
    int _3222 = (g_rbTBNs_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3187]._iNormal >> 20) & 1023;
    int _7833;
    if (_3216 > 512)
    {
        _7833 = _3216 | (-1024);
    }
    else
    {
        _7833 = _3216;
    }
    int _7835;
    if (_3219 > 512)
    {
        _7835 = _3219 | (-1024);
    }
    else
    {
        _7835 = _3219;
    }
    int _7837;
    if (_3222 > 512)
    {
        _7837 = _3222 | (-1024);
    }
    else
    {
        _7837 = _3222;
    }
    float _3265 = float(_7833);
    float _3268 = float(_7835);
    float _3271 = float(_7837);
    vec3 _3272 = vec3(_3265, _3268, _3271);
    vec3 _3275 = _3272 * vec3(0.001956947147846221923828125);
    vec4 _3398 = vec4(g_rbVertices_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiPositionsBufferIndex].g_rbVertices[_3167].x, g_rbVertices_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiPositionsBufferIndex].g_rbVertices[_3167].y, g_rbVertices_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiPositionsBufferIndex].g_rbVertices[_3167].z, 1.0);
    vec4 _3399 = g_rbObjects_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3398;
    vec3 _3400 = _3399.xyz;
    mat3 _3557 = mat3(g_rbObjects_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3560 = _3557 * _3275;
    vec2 _3794 = in_uv0 * vec2(2.0);
    vec3 _7777 = _7846;
    _7777.y = (textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], _3794 + vec2(0.300000011920928955078125, -0.0816330015659332275390625), 0.0) * vec4(1.0, 0.9215819835662841796875, 0.982250988483428955078125, 1.0)).x;
    vec3 _3822 = vec3(g_rbMaterialInstances_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3825 = mod(_3822, vec3(2.0));
    vec3 _3829 = _7777 * _3825;
    vec3 _7786 = _7846;
    _7786.y = (textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(3.0)) + vec2(-0.20000000298023223876953125, -2.099999904632568359375), 0.0) * vec4(1.0, 0.9215819835662841796875, 0.982250988483428955078125, 1.0)).y;
    vec3 _3869 = _3822 * vec3(0.100000001490116119384765625);
    vec3 _3872 = floor(_3869);
    vec3 _3876 = mod(_3872, vec3(2.0));
    vec3 _3880 = _7786 * _3876;
    vec3 _3884 = vec3(1.0) - _3829;
    vec3 _3887 = vec3(1.0) - _3880;
    vec3 _3888 = _3884 * _3887;
    vec3 _7795 = _7846;
    _7795.y = (textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], _3794, 0.0) * vec4(1.0, 0.9215819835662841796875, 0.982250988483428955078125, 1.0)).z;
    vec3 _3930 = _3822 * vec3(0.00999999977648258209228515625);
    vec3 _3933 = floor(_3930);
    vec3 _3937 = mod(_3933, vec3(2.0));
    vec3 _3941 = _7795 * _3937;
    vec3 _3948 = vec3(1.0) - _3941;
    vec3 _3949 = _3888 * _3948;
    vec3 _3951 = vec3(1.0) - _3949;
    float _3953 = _3951.y;
    float _3958 = _3953 - 0.949999988079071044921875;
    float _3963 = _3958 * 19.9959964752197265625;
    float _3964 = clamp(_3963, 0.0, 1.0);
    float _3965 = mix(0.0, 1.0, _3964);
    float _3973 = _3953 - 0.88999998569488525390625;
    float _3978 = _3973 * 99.90019989013671875;
    float _3979 = clamp(_3978, 0.0, 1.0);
    float _3980 = mix(0.0, 1.0, _3979);
    vec3 _3985 = vec3(_3980);
    vec3 _3986 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _3985);
    vec3 _3991 = vec3(_3965);
    vec3 _3992 = mix(_3986, vec3(-0.03869999945163726806640625), _3991);
    vec3 _3998 = _3992 * _3560;
    vec3 _4006 = vec3(g_rbMaterialInstances_Buffer[_1225.g_cbMainArray._aMain[_1216]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _4007 = mix(vec3(0.0), _3998, _4006);
    vec3 _4030 = _3400 + _4007;
    float _4095 = _4030.x;
    float _4096 = _4030.y;
    float _4097 = _4030.z;
    vec4 _4098 = vec4(_4095, _4096, _4097, 1.0);
    vec4 _4099 = _1502.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4098;
    vec4 _4115 = _1502.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4098;
    vec4 _7843;
    if (_1502.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4130 = _4115.w;
        vec4 _7844;
        if ((_4115.z / _4130) > 1.0)
        {
            vec4 _7845;
            if (_4099.z > _1502.g_cbPass._fNearPlane)
            {
                vec4 _7808 = _4115;
                _7808.z = _4130;
                _7845 = _7808;
            }
            else
            {
                _7845 = _4115;
            }
            _7844 = _7845;
        }
        else
        {
            _7844 = _4115;
        }
        _7843 = _7844;
    }
    else
    {
        _7843 = _4115;
    }
    interp_instanceID = float(_1215) + 0.5;
    float _3050 = _4099.x;
    float _3051 = _4099.y;
    float _3052 = _4099.z;
    vec4 _3053 = vec4(_3050, _3051, _3052, 1.0);
    float _3054 = dot(_1502.g_cbPass._vfVsClippingPlane[0], _3053);
    float _3055 = -_3054;
    gl_ClipDistance[0] = _3055;
    gl_Position = _7843;
}

