
// 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_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_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 = 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 = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _926;

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;
} _1122;

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 = 9) in vec2 in_uv1;
layout(location = 23) out float interp_instanceID;

void main()
{
    int _916 = gl_InstanceIndex + gl_DrawIDARB;
    int _917 = readFirstInvocationARB(_916);
    uint _2785 = uint(gl_VertexIndex);
    uint _2788 = _2785 + _926.g_cbMainArray._aMain[_917]._Indices._uiPositionOffset;
    vec4 _2801 = vec4(g_rbVertices_Buffer[_926.g_cbMainArray._aMain[_917]._Indices._uiPositionsBufferIndex].g_rbVertices[_2788].x, g_rbVertices_Buffer[_926.g_cbMainArray._aMain[_917]._Indices._uiPositionsBufferIndex].g_rbVertices[_2788].y, g_rbVertices_Buffer[_926.g_cbMainArray._aMain[_917]._Indices._uiPositionsBufferIndex].g_rbVertices[_2788].z, 1.0);
    vec3 _2986 = _2801.xyz;
    vec2 _3329 = in_uv1 * vec2(0.300000011920928955078125, 0.0199999995529651641845703125);
    vec2 _3332 = vec2(g_rbMaterials_Buffer[_926.g_cbMainArray._aMain[_917]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, 0.0);
    vec2 _3333 = _3329 + _3332;
    vec4 _3334 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_926.g_cbMainArray._aMain[_917]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _3333, 0.0);
    float _3336 = _3334.x;
    vec3 _3340 = vec3(_3336);
    vec3 _3341 = mix(vec3(0.0), in_color.xyz, _3340);
    vec4 _3349 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_926.g_cbMainArray._aMain[_917]._Indices._uiMaterialIndex].g_rbMaterials[0].s2], in_uv1, 0.0);
    float _3353 = _3349.x;
    float _3358 = _3353 - 0.0199999995529651641845703125;
    float _3363 = _3358 * 2.6315095424652099609375;
    float _3364 = clamp(_3363, 0.0, 1.0);
    float _3365 = mix(0.0, 0.1500000059604644775390625, _3364);
    vec3 _3367 = vec3(_3365);
    vec3 _3370 = _3341 * _3367;
    vec3 _3374 = _3370 * vec3(1.39999997615814208984375);
    vec3 _3380 = vec3(g_rbMaterials_Buffer[_926.g_cbMainArray._aMain[_917]._Indices._uiMaterialIndex].g_rbMaterials[0].c1);
    vec3 _3383 = _3374 * _3380;
    vec3 _3407 = _2986 + _3383;
    float _3533 = _3407.x;
    float _3534 = _3407.y;
    float _3535 = _3407.z;
    vec4 _3536 = vec4(_3533, _3534, _3535, 1.0);
    vec4 _3537 = _165.g_rbMatrices[_926.g_cbMainArray._aMain[_917]._Indices._uiMatricesIndex]._mModelView * _3536;
    vec4 _3556 = _165.g_rbMatrices[_926.g_cbMainArray._aMain[_917]._Indices._uiMatricesIndex]._mModelViewProj * _3536;
    vec4 _7567;
    if (_1122.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3590 = _3556.w;
        vec4 _7568;
        if ((_3556.z / _3590) > 1.0)
        {
            vec4 _7569;
            if (_3537.z > _1122.g_cbPass._fNearPlane)
            {
                vec4 _7555 = _3556;
                _7555.z = _3590;
                _7569 = _7555;
            }
            else
            {
                _7569 = _3556;
            }
            _7568 = _7569;
        }
        else
        {
            _7568 = _3556;
        }
        _7567 = _7568;
    }
    else
    {
        _7567 = _3556;
    }
    interp_instanceID = float(_916) + 0.5;
    float _2671 = _3537.x;
    float _2672 = _3537.y;
    float _2673 = _3537.z;
    vec4 _2674 = vec4(_2671, _2672, _2673, 1.0);
    float _2675 = dot(_1122.g_cbPass._vfVsClippingPlane[0], _2674);
    float _2676 = -_2675;
    gl_ClipDistance[0] = _2676;
    gl_Position = _7567;
}

