
// 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;
    uint s0;
    uint s1;
    uint s2;
    uint s3;
    uint s4;
    uint s5;
    uint s6;
    uint s7;
    uint s8;
    uint s9;
    uint s10;
    uint s11;
};

struct S_MATERIAL_INSTANCE
{
    float c0;
    float c1;
    float c2;
    float c3;
    float c4;
    float c5;
    float c6;
    float c7;
    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;
} _1156;

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;
} _1417;

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

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

vec3 _7633;

void main()
{
    int _1146 = gl_InstanceIndex + gl_DrawIDARB;
    int _1147 = readFirstInvocationARB(_1146);
    uint _3082 = uint(gl_VertexIndex);
    uint _3085 = _3082 + _1156.g_cbMainArray._aMain[_1147]._Indices._uiPositionOffset;
    uint _3105 = _3082 + _1156.g_cbMainArray._aMain[_1147]._Indices._uiNormalOffset;
    int _3134 = g_rbTBNs_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3105]._iNormal & 1023;
    int _3137 = (g_rbTBNs_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3105]._iNormal >> 10) & 1023;
    int _3140 = (g_rbTBNs_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3105]._iNormal >> 20) & 1023;
    int _7620;
    if (_3134 > 512)
    {
        _7620 = _3134 | (-1024);
    }
    else
    {
        _7620 = _3134;
    }
    int _7622;
    if (_3137 > 512)
    {
        _7622 = _3137 | (-1024);
    }
    else
    {
        _7622 = _3137;
    }
    int _7624;
    if (_3140 > 512)
    {
        _7624 = _3140 | (-1024);
    }
    else
    {
        _7624 = _3140;
    }
    float _3183 = float(_7620);
    float _3186 = float(_7622);
    float _3189 = float(_7624);
    vec3 _3190 = vec3(_3183, _3186, _3189);
    vec3 _3193 = _3190 * vec3(0.001956947147846221923828125);
    vec4 _3316 = vec4(g_rbVertices_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiPositionsBufferIndex].g_rbVertices[_3085].x, g_rbVertices_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiPositionsBufferIndex].g_rbVertices[_3085].y, g_rbVertices_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiPositionsBufferIndex].g_rbVertices[_3085].z, 1.0);
    vec4 _3317 = g_rbObjects_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3316;
    vec3 _3318 = _3317.xyz;
    mat3 _3475 = mat3(g_rbObjects_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3478 = _3475 * _3193;
    vec3 _7565 = _7633;
    _7565.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(2.75, 2.0)) + vec2(-1.4965989589691162109375, -0.13605399429798126220703125), 0.0).x;
    vec3 _3694 = vec3(g_rbMaterialInstances_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3697 = mod(_3694, vec3(2.0));
    vec3 _3701 = _7565 * _3697;
    vec3 _7574 = _7633;
    _7574.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(-1.0, 0.5)) + vec2(0.64999997615814208984375, 0.4000000059604644775390625), 0.0).y;
    vec3 _3731 = _3694 * vec3(0.100000001490116119384765625);
    vec3 _3734 = floor(_3731);
    vec3 _3738 = mod(_3734, vec3(2.0));
    vec3 _3742 = _7574 * _3738;
    vec3 _3746 = vec3(1.0) - _3701;
    vec3 _3749 = vec3(1.0) - _3742;
    vec3 _3750 = _3746 * _3749;
    vec3 _7583 = _7633;
    _7583.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(-2.0, 1.0)) + vec2(2.0, 0.190476000308990478515625), 0.0).z;
    vec3 _3782 = _3694 * vec3(0.00999999977648258209228515625);
    vec3 _3785 = floor(_3782);
    vec3 _3789 = mod(_3785, vec3(2.0));
    vec3 _3793 = _7583 * _3789;
    vec3 _3800 = vec3(1.0) - _3793;
    vec3 _3801 = _3750 * _3800;
    vec3 _3803 = vec3(1.0) - _3801;
    float _3805 = _3803.y;
    float _3810 = _3805 - 0.949999988079071044921875;
    float _3815 = _3810 * 19.9959964752197265625;
    float _3816 = clamp(_3815, 0.0, 1.0);
    float _3817 = mix(0.0, 1.0, _3816);
    float _3825 = _3805 - 0.88999998569488525390625;
    float _3830 = _3825 * 99.90019989013671875;
    float _3831 = clamp(_3830, 0.0, 1.0);
    float _3832 = mix(0.0, 1.0, _3831);
    vec3 _3837 = vec3(_3832);
    vec3 _3838 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _3837);
    vec3 _3843 = vec3(_3817);
    vec3 _3844 = mix(_3838, vec3(-0.0077399997971951961517333984375), _3843);
    vec3 _3850 = _3844 * _3478;
    vec3 _3858 = vec3(g_rbMaterialInstances_Buffer[_1156.g_cbMainArray._aMain[_1147]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _3859 = mix(vec3(0.0), _3850, _3858);
    vec3 _3882 = _3318 + _3859;
    float _3947 = _3882.x;
    float _3948 = _3882.y;
    float _3949 = _3882.z;
    vec4 _3950 = vec4(_3947, _3948, _3949, 1.0);
    vec4 _3951 = _1417.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _3950;
    vec4 _3967 = _1417.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _3950;
    vec4 _7630;
    if (_1417.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3982 = _3967.w;
        vec4 _7631;
        if ((_3967.z / _3982) > 1.0)
        {
            vec4 _7632;
            if (_3951.z > _1417.g_cbPass._fNearPlane)
            {
                vec4 _7596 = _3967;
                _7596.z = _3982;
                _7632 = _7596;
            }
            else
            {
                _7632 = _3967;
            }
            _7631 = _7632;
        }
        else
        {
            _7631 = _3967;
        }
        _7630 = _7631;
    }
    else
    {
        _7630 = _3967;
    }
    interp_instanceID = float(_1146) + 0.5;
    float _2968 = _3951.x;
    float _2969 = _3951.y;
    float _2970 = _3951.z;
    vec4 _2971 = vec4(_2968, _2969, _2970, 1.0);
    float _2972 = dot(_1417.g_cbPass._vfVsClippingPlane[0], _2971);
    float _2973 = -_2972;
    gl_ClipDistance[0] = _2973;
    gl_Position = _7630;
}

