
// 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_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;
};

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 = 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;
} _986;

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;
} _1182;

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 = 8) out vec2 interp_uv0;
layout(location = 21) out vec3 interp_vfVsPosition;
layout(location = 14) out vec3 interp_vfVsTangent;
layout(location = 15) out vec3 interp_vfVsBinormal;
layout(location = 13) out vec3 interp_vfVsNormal;
layout(location = 23) out float interp_instanceID;

void main()
{
    int _976 = gl_InstanceIndex + gl_DrawIDARB;
    int _977 = readFirstInvocationARB(_976);
    uint _2847 = uint(gl_VertexIndex);
    uint _2850 = _2847 + _986.g_cbMainArray._aMain[_977]._Indices._uiPositionOffset;
    vec4 _2863 = vec4(g_rbVertices_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiPositionsBufferIndex].g_rbVertices[_2850].x, g_rbVertices_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiPositionsBufferIndex].g_rbVertices[_2850].y, g_rbVertices_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiPositionsBufferIndex].g_rbVertices[_2850].z, 1.0);
    uint _2870 = _2847 + _986.g_cbMainArray._aMain[_977]._Indices._uiNormalOffset;
    int _2899 = g_rbTBNs_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2870]._iNormal & 1023;
    int _2902 = (g_rbTBNs_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2870]._iNormal >> 10) & 1023;
    int _2905 = (g_rbTBNs_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2870]._iNormal >> 20) & 1023;
    int _7552;
    if (_2899 > 512)
    {
        _7552 = _2899 | (-1024);
    }
    else
    {
        _7552 = _2899;
    }
    int _7554;
    if (_2902 > 512)
    {
        _7554 = _2902 | (-1024);
    }
    else
    {
        _7554 = _2902;
    }
    int _7556;
    if (_2905 > 512)
    {
        _7556 = _2905 | (-1024);
    }
    else
    {
        _7556 = _2905;
    }
    vec3 _2958 = vec3(float(_7552), float(_7554), float(_7556)) * vec3(0.001956947147846221923828125);
    int _2967 = g_rbTBNs_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2870]._iTangent & 1023;
    int _2970 = (g_rbTBNs_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2870]._iTangent >> 10) & 1023;
    int _2973 = (g_rbTBNs_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2870]._iTangent >> 20) & 1023;
    int _7558;
    if (_2967 > 512)
    {
        _7558 = _2967 | (-1024);
    }
    else
    {
        _7558 = _2967;
    }
    int _7560;
    if (_2970 > 512)
    {
        _7560 = _2970 | (-1024);
    }
    else
    {
        _7560 = _2970;
    }
    int _7562;
    if (_2973 > 512)
    {
        _7562 = _2973 | (-1024);
    }
    else
    {
        _7562 = _2973;
    }
    float _3031 = float((g_rbTBNs_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2870]._iTangent >> 30) != 0);
    vec3 _3048 = _2863.xyz;
    vec4 _3084 = g_rbObjects_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _2863;
    vec3 _3085 = _3084.xyz;
    vec3 _3156 = vec4(vec3(float(_7558), float(_7560), float(_7562)) * vec3(0.001956947147846221923828125), _3031).xyz;
    vec3 _3384 = _3085 * 1.0;
    float _3386 = _3384.y;
    float _3391 = _3386 - (-0.980000019073486328125);
    float _3396 = _3391 * 7.142344951629638671875;
    float _3397 = clamp(_3396, 0.0, 1.0);
    float _3398 = mix(0.0, 1.0, _3397);
    vec3 _3400 = vec3(_3398);
    vec2 _3413 = _3084.xz;
    vec2 _3418 = _3413 * vec2(0.20000000298023223876953125, -0.20000000298023223876953125);
    vec2 _3421 = vec2(g_rbMaterials_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, 0.0);
    vec2 _3422 = _3418 + _3421;
    vec4 _3423 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _3422, 0.0);
    vec3 _3425 = _3423.xyz;
    vec2 _3440 = _3413 * vec2(10.0, -10.0);
    vec2 _3443 = vec2(g_rbMaterials_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiMaterialIndex].g_rbMaterials[0].c1, 0.0);
    vec2 _3444 = _3440 + _3443;
    vec4 _3445 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_986.g_cbMainArray._aMain[_977]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _3444, 0.0);
    vec3 _3447 = _3445.xyz;
    vec3 _3450 = _3425 * _3447;
    float _3452 = _3450.x;
    float _3462 = _3452 * 0.999989986419677734375;
    float _3463 = clamp(_3462, 0.0, 1.0);
    float _3464 = mix(0.0, 1.5, _3463);
    vec3 _3469 = vec3(_3464);
    vec3 _3470 = mix(vec3(0.0), in_color.xyz, _3469);
    vec3 _3474 = _3400 * _3470;
    vec3 _3502 = _3048 + _3474;
    float _3628 = _3502.x;
    float _3629 = _3502.y;
    float _3630 = _3502.z;
    vec4 _3631 = vec4(_3628, _3629, _3630, 1.0);
    vec4 _3632 = _165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelView * _3631;
    vec4 _3651 = _165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelViewProj * _3631;
    vec4 _7571;
    if (_1182.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3685 = _3651.w;
        vec4 _7572;
        if ((_3651.z / _3685) > 1.0)
        {
            vec4 _7573;
            if (_3632.z > _1182.g_cbPass._fNearPlane)
            {
                vec4 _7534 = _3651;
                _7534.z = _3685;
                _7573 = _7534;
            }
            else
            {
                _7573 = _3651;
            }
            _7572 = _7573;
        }
        else
        {
            _7572 = _3651;
        }
        _7571 = _7572;
    }
    else
    {
        _7571 = _3651;
    }
    interp_instanceID = float(_976) + 0.5;
    float _2733 = _3632.x;
    float _2734 = _3632.y;
    float _2735 = _3632.z;
    vec4 _2736 = vec4(_2733, _2734, _2735, 1.0);
    float _2737 = dot(_1182.g_cbPass._vfVsClippingPlane[0], _2736);
    float _2738 = -_2737;
    gl_ClipDistance[0] = _2738;
    interp_uv0 = in_uv0;
    interp_vfVsPosition = _3632.xyz;
    interp_vfVsTangent = mat3(_165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelView[0].xyz, _165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelView[1].xyz, _165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _3156;
    interp_vfVsBinormal = mat3(_165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelView[0].xyz, _165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelView[1].xyz, _165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_2958, _3156) * ((_3031 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelView[0].xyz, _165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelView[1].xyz, _165.g_rbMatrices[_986.g_cbMainArray._aMain[_977]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2958;
    gl_Position = _7571;
}

