
// 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_MATERIAL_INSTANCE
{
    float c0;
    float c1;
    float c2;
    float c3;
    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 = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _1021;

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;
} _1233;

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 = 23) out float interp_instanceID;

void main()
{
    int _1011 = gl_InstanceIndex + gl_DrawIDARB;
    int _1012 = readFirstInvocationARB(_1011);
    uint _2897 = uint(gl_VertexIndex);
    uint _2900 = _2897 + _1021.g_cbMainArray._aMain[_1012]._Indices._uiPositionOffset;
    vec4 _2913 = vec4(g_rbVertices_Buffer[_1021.g_cbMainArray._aMain[_1012]._Indices._uiPositionsBufferIndex].g_rbVertices[_2900].x, g_rbVertices_Buffer[_1021.g_cbMainArray._aMain[_1012]._Indices._uiPositionsBufferIndex].g_rbVertices[_2900].y, g_rbVertices_Buffer[_1021.g_cbMainArray._aMain[_1012]._Indices._uiPositionsBufferIndex].g_rbVertices[_2900].z, 1.0);
    vec3 _3098 = _2913.xyz;
    vec3 _3415 = vec3(g_rbMaterialInstances_Buffer[_1021.g_cbMainArray._aMain[_1012]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3416 = mix(vec3(0.0), in_color.xyz, _3415);
    vec3 _3440 = _3098 + _3416;
    float _3543 = _3440.x;
    float _3544 = _3440.y;
    float _3545 = _3440.z;
    vec4 _3546 = vec4(_3543, _3544, _3545, 1.0);
    vec4 _3547 = g_rbObjects_Buffer[_1021.g_cbMainArray._aMain[_1012]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3546;
    vec3 _3548 = _3547.xyz;
    vec4 _3658 = (textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1021.g_cbMainArray._aMain[_1012]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], in_uv0 + vec2(g_rbMaterials_Buffer[_1021.g_cbMainArray._aMain[_1012]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, 0.0), 0.0) * 2.0) - vec4(1.0);
    float _3660 = _3658.x;
    float _3665 = _3658.y;
    vec4 _8513 = _3658;
    _8513.z = sqrt(1.0 - clamp((_3660 * _3660) + (_3665 * _3665), 0.0, 1.0));
    vec4 _3675 = _8513 * 0.5;
    vec4 _3677 = _3675 + vec4(0.5);
    vec3 _3679 = _3677.xyz;
    vec3 _8515 = vec3(0.0);
    _8515.y = mix(0.0, 0.00999999977648258209228515625, clamp(g_rbMaterials_Buffer[_1021.g_cbMainArray._aMain[_1012]._Indices._uiMaterialIndex].g_rbMaterials[0].c1 * 0.999989986419677734375, 0.0, 1.0));
    vec3 _3700 = _3679 * _8515;
    vec3 _3723 = _3548 + _3700;
    float _3788 = _3723.x;
    float _3789 = _3723.y;
    float _3790 = _3723.z;
    vec4 _3791 = vec4(_3788, _3789, _3790, 1.0);
    vec4 _3792 = _1233.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _3791;
    vec4 _3808 = _1233.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _3791;
    vec4 _8535;
    if (_1233.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3823 = _3808.w;
        vec4 _8536;
        if ((_3808.z / _3823) > 1.0)
        {
            vec4 _8537;
            if (_3792.z > _1233.g_cbPass._fNearPlane)
            {
                vec4 _8523 = _3808;
                _8523.z = _3823;
                _8537 = _8523;
            }
            else
            {
                _8537 = _3808;
            }
            _8536 = _8537;
        }
        else
        {
            _8536 = _3808;
        }
        _8535 = _8536;
    }
    else
    {
        _8535 = _3808;
    }
    interp_instanceID = float(_1011) + 0.5;
    float _2783 = _3792.x;
    float _2784 = _3792.y;
    float _2785 = _3792.z;
    vec4 _2786 = vec4(_2783, _2784, _2785, 1.0);
    float _2787 = dot(_1233.g_cbPass._vfVsClippingPlane[0], _2786);
    float _2788 = -_2787;
    gl_ClipDistance[0] = _2788;
    gl_Position = _8535;
}

