
// 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;
    float c4;
    float c5;
    float c6;
    float c7;
    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;
    uint s20;
    uint s21;
    uint s22;
    uint s23;
};

struct S_MATERIAL_INSTANCE
{
    float c0;
    float c1;
    float c2;
    float c3;
    float c4;
    float c5;
    float c6;
    float c7;
    float c8;
    float c9;
    float c10;
    float c11;
    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;
} _1209;

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;
} _1552;

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

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

vec3 _7977;

void main()
{
    int _1199 = gl_InstanceIndex + gl_DrawIDARB;
    int _1200 = readFirstInvocationARB(_1199);
    uint _3203 = uint(gl_VertexIndex);
    uint _3206 = _3203 + _1209.g_cbMainArray._aMain[_1200]._Indices._uiPositionOffset;
    uint _3226 = _3203 + _1209.g_cbMainArray._aMain[_1200]._Indices._uiNormalOffset;
    int _3255 = g_rbTBNs_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3226]._iNormal & 1023;
    int _3258 = (g_rbTBNs_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3226]._iNormal >> 10) & 1023;
    int _3261 = (g_rbTBNs_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3226]._iNormal >> 20) & 1023;
    int _7964;
    if (_3255 > 512)
    {
        _7964 = _3255 | (-1024);
    }
    else
    {
        _7964 = _3255;
    }
    int _7966;
    if (_3258 > 512)
    {
        _7966 = _3258 | (-1024);
    }
    else
    {
        _7966 = _3258;
    }
    int _7968;
    if (_3261 > 512)
    {
        _7968 = _3261 | (-1024);
    }
    else
    {
        _7968 = _3261;
    }
    float _3304 = float(_7964);
    float _3307 = float(_7966);
    float _3310 = float(_7968);
    vec3 _3311 = vec3(_3304, _3307, _3310);
    vec3 _3314 = _3311 * vec3(0.001956947147846221923828125);
    vec4 _3437 = vec4(g_rbVertices_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiPositionsBufferIndex].g_rbVertices[_3206].x, g_rbVertices_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiPositionsBufferIndex].g_rbVertices[_3206].y, g_rbVertices_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiPositionsBufferIndex].g_rbVertices[_3206].z, 1.0);
    vec4 _3438 = g_rbObjects_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3437;
    vec3 _3439 = _3438.xyz;
    mat3 _3596 = mat3(g_rbObjects_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3599 = _3596 * _3314;
    vec3 _7909 = _7977;
    _7909.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(3.0)) + vec2(0.300000011920928955078125, -0.20000000298023223876953125), 0.0).x;
    vec3 _3854 = vec3(g_rbMaterialInstances_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3857 = mod(_3854, vec3(2.0));
    vec3 _3861 = _7909 * _3857;
    vec3 _7918 = _7977;
    _7918.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(1.39999997615814208984375, 1.2000000476837158203125)) + vec2(0.0500000007450580596923828125, 0.25), 0.0).y;
    vec3 _3891 = _3854 * vec3(0.100000001490116119384765625);
    vec3 _3894 = floor(_3891);
    vec3 _3898 = mod(_3894, vec3(2.0));
    vec3 _3902 = _7918 * _3898;
    vec3 _3906 = vec3(1.0) - _3861;
    vec3 _3909 = vec3(1.0) - _3902;
    vec3 _3910 = _3906 * _3909;
    vec3 _7927 = _7977;
    _7927.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(4.0)) + vec2(-0.734694004058837890625), 0.0).z;
    vec3 _3942 = _3854 * vec3(0.00999999977648258209228515625);
    vec3 _3945 = floor(_3942);
    vec3 _3949 = mod(_3945, vec3(2.0));
    vec3 _3953 = _7927 * _3949;
    vec3 _3960 = vec3(1.0) - _3953;
    vec3 _3961 = _3910 * _3960;
    vec3 _3963 = vec3(1.0) - _3961;
    float _3965 = _3963.y;
    float _3970 = _3965 - 0.949999988079071044921875;
    float _3975 = _3970 * 19.9959964752197265625;
    float _3976 = clamp(_3975, 0.0, 1.0);
    float _3977 = mix(0.0, 1.0, _3976);
    float _3985 = _3965 - 0.88999998569488525390625;
    float _3990 = _3985 * 99.90019989013671875;
    float _3991 = clamp(_3990, 0.0, 1.0);
    float _3992 = mix(0.0, 1.0, _3991);
    vec3 _3997 = vec3(_3992);
    vec3 _3998 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _3997);
    vec3 _4003 = vec3(_3977);
    vec3 _4004 = mix(_3998, vec3(-0.03869999945163726806640625), _4003);
    vec3 _4010 = _4004 * _3599;
    vec3 _4018 = vec3(g_rbMaterialInstances_Buffer[_1209.g_cbMainArray._aMain[_1200]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _4019 = mix(vec3(0.0), _4010, _4018);
    vec3 _4042 = _3439 + _4019;
    float _4107 = _4042.x;
    float _4108 = _4042.y;
    float _4109 = _4042.z;
    vec4 _4110 = vec4(_4107, _4108, _4109, 1.0);
    vec4 _4111 = _1552.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4110;
    vec4 _4127 = _1552.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4110;
    vec4 _7974;
    if (_1552.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4142 = _4127.w;
        vec4 _7975;
        if ((_4127.z / _4142) > 1.0)
        {
            vec4 _7976;
            if (_4111.z > _1552.g_cbPass._fNearPlane)
            {
                vec4 _7940 = _4127;
                _7940.z = _4142;
                _7976 = _7940;
            }
            else
            {
                _7976 = _4127;
            }
            _7975 = _7976;
        }
        else
        {
            _7975 = _4127;
        }
        _7974 = _7975;
    }
    else
    {
        _7974 = _4127;
    }
    interp_instanceID = float(_1199) + 0.5;
    float _3089 = _4111.x;
    float _3090 = _4111.y;
    float _3091 = _4111.z;
    vec4 _3092 = vec4(_3089, _3090, _3091, 1.0);
    float _3093 = dot(_1552.g_cbPass._vfVsClippingPlane[0], _3092);
    float _3094 = -_3093;
    gl_ClipDistance[0] = _3094;
    gl_Position = _7974;
}

