
// 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_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;
};

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 = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _1137;

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;
} _1333;

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;

vec3 _8862;

void main()
{
    int _1127 = gl_InstanceIndex + gl_DrawIDARB;
    int _1128 = readFirstInvocationARB(_1127);
    uint _2996 = uint(gl_VertexIndex);
    uint _2999 = _2996 + _1137.g_cbMainArray._aMain[_1128]._Indices._uiPositionOffset;
    vec4 _3012 = vec4(g_rbVertices_Buffer[_1137.g_cbMainArray._aMain[_1128]._Indices._uiPositionsBufferIndex].g_rbVertices[_2999].x, g_rbVertices_Buffer[_1137.g_cbMainArray._aMain[_1128]._Indices._uiPositionsBufferIndex].g_rbVertices[_2999].y, g_rbVertices_Buffer[_1137.g_cbMainArray._aMain[_1128]._Indices._uiPositionsBufferIndex].g_rbVertices[_2999].z, 1.0);
    vec3 _3197 = _3012.xyz;
    vec4 _3552 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1137.g_cbMainArray._aMain[_1128]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], in_uv0.zw, 0.0);
    float _3554 = _3552.x;
    float _3566 = _3554 * 0.999989986419677734375;
    float _3567 = clamp(_3566, 0.0, 1.0);
    float _3568 = mix(0.0, g_rbMaterials_Buffer[_1137.g_cbMainArray._aMain[_1128]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, _3567);
    vec3 _3570 = vec3(_3568);
    float _3578 = _3552.z;
    float _3590 = _3578 * 0.999989986419677734375;
    float _3591 = clamp(_3590, 0.0, 1.0);
    float _3592 = mix(0.0, g_rbMaterials_Buffer[_1137.g_cbMainArray._aMain[_1128]._Indices._uiMaterialIndex].g_rbMaterials[0].c1, _3591);
    vec3 _3594 = vec3(_3592);
    vec3 _3603 = _3570 + _3594;
    float _3606 = _3552.y;
    float _3618 = _3606 * 0.999989986419677734375;
    float _3619 = clamp(_3618, 0.0, 1.0);
    float _3620 = mix(0.0, g_rbMaterials_Buffer[_1137.g_cbMainArray._aMain[_1128]._Indices._uiMaterialIndex].g_rbMaterials[0].c2, _3619);
    vec3 _3622 = vec3(_3620);
    vec3 _3631 = _3603 + _3622;
    vec3 _8820 = _8862;
    _8820.x = in_color.w;
    vec3 _8823 = _8820;
    _8823.y = in_color.w;
    vec3 _8826 = _8823;
    _8826.z = in_color.w;
    vec3 _3644 = _3631 * _8826;
    vec3 _3648 = _3644 * vec3(0.0, -0.20000000298023223876953125, 0.0);
    vec3 _3672 = _3197 + _3648;
    float _3775 = _3672.x;
    float _3776 = _3672.y;
    float _3777 = _3672.z;
    vec4 _3778 = vec4(_3775, _3776, _3777, 1.0);
    vec4 _3779 = g_rbObjects_Buffer[_1137.g_cbMainArray._aMain[_1128]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3778;
    vec3 _3780 = _3779.xyz;
    vec2 _3873 = _3779.xz;
    vec2 _3878 = _3873 * vec2(0.20000000298023223876953125, -0.20000000298023223876953125);
    vec4 _3879 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1137.g_cbMainArray._aMain[_1128]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], _3878, 0.0);
    float _3881 = _3879.y;
    float _3891 = _3881 * 0.999989986419677734375;
    float _3892 = clamp(_3891, 0.0, 1.0);
    float _3893 = mix(0.0, 0.60902297496795654296875, _3892);
    vec3 _3895 = vec3(_3893);
    vec3 _3907 = _3895 * _8826;
    vec3 _3911 = _3907 * vec3(0.0, 0.5, 0.0);
    vec3 _3934 = _3780 + _3911;
    float _3999 = _3934.x;
    float _4000 = _3934.y;
    float _4001 = _3934.z;
    vec4 _4002 = vec4(_3999, _4000, _4001, 1.0);
    vec4 _4003 = _1333.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4002;
    vec4 _4019 = _1333.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4002;
    vec4 _8858;
    if (_1333.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4034 = _4019.w;
        vec4 _8859;
        if ((_4019.z / _4034) > 1.0)
        {
            vec4 _8860;
            if (_4003.z > _1333.g_cbPass._fNearPlane)
            {
                vec4 _8846 = _4019;
                _8846.z = _4034;
                _8860 = _8846;
            }
            else
            {
                _8860 = _4019;
            }
            _8859 = _8860;
        }
        else
        {
            _8859 = _4019;
        }
        _8858 = _8859;
    }
    else
    {
        _8858 = _4019;
    }
    interp_instanceID = float(_1127) + 0.5;
    float _2882 = _4003.x;
    float _2883 = _4003.y;
    float _2884 = _4003.z;
    vec4 _2885 = vec4(_2882, _2883, _2884, 1.0);
    float _2886 = dot(_1333.g_cbPass._vfVsClippingPlane[0], _2885);
    float _2887 = -_2886;
    gl_ClipDistance[0] = _2887;
    gl_Position = _8858;
}

