
// 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_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[];
} _174;

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;
} _873;

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _1103;

layout(location = 23) out float interp_instanceID;

void main()
{
    int _863 = gl_InstanceIndex + gl_DrawIDARB;
    int _864 = readFirstInvocationARB(_863);
    uint _3139 = uint(gl_VertexIndex);
    uint _3142 = _3139 + _873.g_cbMainArray._aMain[_864]._Indices._uiPositionOffset;
    vec4 _3155 = vec4(g_rbVertices_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiPositionsBufferIndex].g_rbVertices[_3142].x, g_rbVertices_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiPositionsBufferIndex].g_rbVertices[_3142].y, g_rbVertices_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiPositionsBufferIndex].g_rbVertices[_3142].z, 1.0);
    uint _3162 = _3139 + _873.g_cbMainArray._aMain[_864]._Indices._uiNormalOffset;
    int _3191 = g_rbTBNs_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3162]._iNormal & 1023;
    int _3194 = (g_rbTBNs_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3162]._iNormal >> 10) & 1023;
    int _3197 = (g_rbTBNs_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3162]._iNormal >> 20) & 1023;
    int _7795;
    if (_3191 > 512)
    {
        _7795 = _3191 | (-1024);
    }
    else
    {
        _7795 = _3191;
    }
    int _7797;
    if (_3194 > 512)
    {
        _7797 = _3194 | (-1024);
    }
    else
    {
        _7797 = _3194;
    }
    int _7799;
    if (_3197 > 512)
    {
        _7799 = _3197 | (-1024);
    }
    else
    {
        _7799 = _3197;
    }
    float _3240 = float(_7795);
    float _3243 = float(_7797);
    float _3246 = float(_7799);
    vec3 _3247 = vec3(_3240, _3243, _3246);
    vec3 _3250 = _3247 * vec3(0.001956947147846221923828125);
    vec3 _3340 = _3155.xyz;
    vec3 _3648 = normalize(_3340);
    float _3650 = length(_3340);
    float _3653 = pow(0.4900000095367431640625, 3.0);
    float _3655 = 2.0 - _3653;
    float _3657 = _3655 * _3653;
    float _3658 = max(0.0, _3657);
    float _3659 = sqrt(_3658);
    float _3661 = _3648.z;
    float _7805;
    if (_3661 > 0.0)
    {
        _7805 = min(1.0, sqrt(max(0.0, 1.0 - (_3661 * _3661))) / (_3659 * pow(1.0, 3.0)));
    }
    else
    {
        _7805 = 1.0;
    }
    float _3681 = pow(_7805, 2.5);
    float _3682 = 1.0 - _3681;
    float _3686 = 0.100000001490116119384765625 * _3659;
    float _3688 = _3686 * _3650;
    float _3690 = _3682 * _3688;
    vec3 _3694 = _3250 * _3690;
    vec3 _3695 = _3340 + _3694;
    float _3732 = _3695.x;
    float _3733 = _3695.y;
    float _3734 = _3695.z;
    vec4 _3735 = vec4(_3732, _3733, _3734, 1.0);
    vec4 _3736 = _174.g_rbMatrices[_873.g_cbMainArray._aMain[_864]._Indices._uiMatricesIndex]._mModelView * _3735;
    vec4 _3755 = _174.g_rbMatrices[_873.g_cbMainArray._aMain[_864]._Indices._uiMatricesIndex]._mModelViewProj * _3735;
    vec4 _7807;
    if (_1103.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3911 = _3755.w;
        vec4 _7808;
        if ((_3755.z / _3911) > 1.0)
        {
            vec4 _7809;
            if (_3736.z > _1103.g_cbPass._fNearPlane)
            {
                vec4 _7790 = _3755;
                _7790.z = _3911;
                _7809 = _7790;
            }
            else
            {
                _7809 = _3755;
            }
            _7808 = _7809;
        }
        else
        {
            _7808 = _3755;
        }
        _7807 = _7808;
    }
    else
    {
        _7807 = _3755;
    }
    interp_instanceID = float(_863) + 0.5;
    float _3022 = _3736.x;
    float _3023 = _3736.y;
    float _3024 = _3736.z;
    vec4 _3025 = vec4(_3022, _3023, _3024, 1.0);
    float _3026 = dot(_1103.g_cbPass._vfVsClippingPlane[0], _3025);
    float _3027 = -_3026;
    gl_ClipDistance[0] = _3027;
    gl_Position = _7807;
}

