
// 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_SPEEDTREE_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];
    uint _uiPadding[2];
    vec4 _vTreeRotation;
    vec4 _vWindGlobal;
    vec4 _vWindVector;
    vec4 _vWindBranchAdherences;
    vec4 _vWindBranch;
    vec4 _vWindBranchTwitch;
    vec4 _vWindBranchWhipTurbulences;
    vec4 _vWindFrondRipple;
    vec4 _vWindLeaf1Ripple;
    vec4 _vWindLeaf1Tumble;
    vec4 _vWindLeaf1Twitch;
    vec4 _vWindLeaf2Ripple;
    vec4 _vWindLeaf2Tumble;
    vec4 _vWindLeaf2Twitch;
    vec4 _vAnchorAllTime;
    vec4 _vRollingBranch;
    vec4 _vRollingLeafOffset;
    vec4 _vRollingNoise;
    uint _uiLOD;
    uint _uiSmooth;
    float _fLocalExposureCompensation;
    float _fLocalExposureCompensationEV100;
    vec4 _vWindGlobalLast;
    vec4 _vWindBranchLast;
    vec4 _vWindFrondRippleLast;
    vec4 _vWindLeaf1RippleLast;
    vec4 _vWindLeaf1TumbleLast;
    vec4 _vWindLeaf1TwitchLast;
    vec4 _vWindLeaf2RippleLast;
    vec4 _vWindLeaf2TumbleLast;
    vec4 _vAnchorAllTimeLast;
};

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[];
} _426;

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;
} _3339;

layout(set = 1, binding = 33, std430) readonly buffer g_rbObjects_Layout
{
    S_SPEEDTREE_MESH_OBJECT g_rbObjects[];
} g_rbObjects_Buffer[];

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _3585;

layout(location = 8) in vec2 in_uv0;
layout(location = 10) in vec4 in_lodPosition;
layout(location = 11) in vec4 in_windBranchData;
layout(location = 12) in vec4 in_windExtraDataFlag;
layout(location = 13) in vec4 in_LeafAnchorHint;
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 _3329 = gl_InstanceIndex + gl_DrawIDARB;
    int _3330 = readFirstInvocationARB(_3329);
    uint _5223 = uint(gl_VertexIndex);
    uint _5226 = _5223 + _3339.g_cbMainArray._aMain[_3330]._Indices._uiPositionOffset;
    uint _5246 = _5223 + _3339.g_cbMainArray._aMain[_3330]._Indices._uiNormalOffset;
    int _5275 = g_rbTBNs_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5246]._iNormal & 1023;
    int _5278 = (g_rbTBNs_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5246]._iNormal >> 10) & 1023;
    int _5281 = (g_rbTBNs_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5246]._iNormal >> 20) & 1023;
    int _12699;
    if (_5275 > 512)
    {
        _12699 = _5275 | (-1024);
    }
    else
    {
        _12699 = _5275;
    }
    int _12701;
    if (_5278 > 512)
    {
        _12701 = _5278 | (-1024);
    }
    else
    {
        _12701 = _5278;
    }
    int _12703;
    if (_5281 > 512)
    {
        _12703 = _5281 | (-1024);
    }
    else
    {
        _12703 = _5281;
    }
    vec3 _5334 = vec3(float(_12699), float(_12701), float(_12703)) * vec3(0.001956947147846221923828125);
    int _5343 = g_rbTBNs_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5246]._iTangent & 1023;
    int _5346 = (g_rbTBNs_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5246]._iTangent >> 10) & 1023;
    int _5349 = (g_rbTBNs_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5246]._iTangent >> 20) & 1023;
    int _12705;
    if (_5343 > 512)
    {
        _12705 = _5343 | (-1024);
    }
    else
    {
        _12705 = _5343;
    }
    int _12707;
    if (_5346 > 512)
    {
        _12707 = _5346 | (-1024);
    }
    else
    {
        _12707 = _5346;
    }
    int _12709;
    if (_5349 > 512)
    {
        _12709 = _5349 | (-1024);
    }
    else
    {
        _12709 = _5349;
    }
    float _5407 = float((g_rbTBNs_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5246]._iTangent >> 30) != 0);
    vec3 _5424 = vec4(g_rbVertices_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiPositionsBufferIndex].g_rbVertices[_5226].x, g_rbVertices_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiPositionsBufferIndex].g_rbVertices[_5226].y, g_rbVertices_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiPositionsBufferIndex].g_rbVertices[_5226].z, 1.0).xyz;
    vec3 _5538 = vec4(vec3(float(_12705), float(_12707), float(_12709)) * vec3(0.001956947147846221923828125), _5407).xyz;
    vec3 _12718;
    if (g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiSmooth > 0u)
    {
        _12718 = mix(in_lodPosition.xyz, _5424, vec3(g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vTreeRotation.z));
    }
    else
    {
        _12718 = _5424;
    }
    bool _5943 = g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiLOD == 6u;
    bool _5945 = g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiLOD == 8u;
    bool _5948 = g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiLOD == 9u;
    bool _5953 = g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiLOD == 3u;
    bool _5962 = ((_5953 || _5943) || _5945) || _5948;
    bool _5965 = g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiLOD == 2u;
    bool _5968 = g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiLOD == 5u;
    bool _5971 = g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiLOD == 7u;
    float _12726;
    if (true && _5953)
    {
        vec2 _6297 = ((_12718.xy * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vRollingBranch.x) - vec2(g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vRollingLeafOffset.zw)) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vRollingNoise.y;
        float _6319 = 5.0 * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vRollingNoise.x;
        vec2 _6345 = cos(_6297);
        float _6340 = abs(sin((((3.1415927410125732421875 * _6297.x) * _6319) + (_6297.y * _6319)) + (g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vRollingNoise.w * (_6345.x + _6345.y))));
        float _6307 = _6340 * _6340;
        float _5990 = mix(g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vRollingBranch.y, 1.0, _6307 * _6307);
        float _12727;
        if ((_5943 || _5945) || _5948)
        {
            _12727 = _5990 * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vTreeRotation.z;
        }
        else
        {
            _12727 = _5990;
        }
        _12726 = _12727;
    }
    else
    {
        _12726 = 0.0;
    }
    vec3 _12772;
    if (true && (g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiLOD != 0u))
    {
        float _6374 = max(_12718.y - (0.25 / g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindGlobal.z), 0.0) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindGlobal.z;
        float _12728;
        if (_6374 != 0.0)
        {
            _12728 = pow(abs(_6374), g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindGlobal.w);
        }
        else
        {
            _12728 = _6374;
        }
        vec4 _6450 = abs((fract(vec4(g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindGlobal.x, g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindGlobal.x * 0.800000011920928955078125, 0.0, 0.0) + vec4(0.5)) * 2.0) - vec4(1.0));
        vec4 _6441 = (((_6450 * _6450) * (vec4(3.0) - (_6450 * 2.0))) - vec4(0.5)) * 2.0;
        float _6394 = _6441.y;
        vec2 _6422 = _12718.xz + (g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindVector.xz * (((g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindGlobal.y * (_6441.x + (_6394 * _6394))) + ((g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchAdherences.x / g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindGlobal.z) * _12726)) * _12728));
        _12772 = (normalize(vec3(_6422.x, _12718.y, _6422.y)) * length(_12718)) - _12718;
    }
    else
    {
        _12772 = vec3(0.0);
    }
    vec3 _12777;
    if (true && (((_5962 || _5965) || _5968) || _5971))
    {
        float _6724 = g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranch.x + in_windBranchData.y;
        vec4 _6891 = abs((fract(vec4(_6724, (g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranch.x * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchTwitch.y) + in_windBranchData.y, (g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchTwitch.y * 0.5) * _6724, _6724 + (1.0 - in_windBranchData.x)) + vec4(0.5)) * 2.0) - vec4(1.0));
        vec4 _6882 = (((_6891 * _6891) * (vec4(3.0) - (_6891 * 2.0))) - vec4(0.5)) * 2.0;
        float _6750 = _6882.y * _6882.z;
        bool _6753 = _6750 < 0.0;
        float _12747;
        if (_6753)
        {
            _12747 = -_6750;
        }
        else
        {
            _12747 = _6750;
        }
        float _12995 = _6753 ? (-1.0) : 1.0;
        float _6773 = 1.0 - g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindVector.w;
        float _7035 = g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranch.z + in_windBranchData.w;
        vec4 _7202 = abs((fract(vec4(_7035, (g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranch.z * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchTwitch.w) + in_windBranchData.w, (g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchTwitch.w * 0.5) * _7035, _7035 + (1.0 - in_windBranchData.z)) + vec4(0.5)) * 2.0) - vec4(1.0));
        vec4 _7193 = (((_7202 * _7202) * (vec4(3.0) - (_7202 * 2.0))) - vec4(0.5)) * 2.0;
        float _7061 = _7193.y * _7193.z;
        bool _7064 = _7061 < 0.0;
        float _12764;
        if (_7064)
        {
            _12764 = -_7061;
        }
        else
        {
            _12764 = _7061;
        }
        float _12996 = _7064 ? (-1.0) : 1.0;
        _12777 = ((_12718 + (((((fract(vec3(in_windBranchData.y) * vec3(0.0625, -1.0, 16.0)).xzy * 2.0) - vec3(1.0)) * in_windBranchData.x) * ((((mix(mix(_6750, _12995, _12747), _12995, _12747) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchTwitch.x) * _6773) + (_6882.x * (1.0 - g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchTwitch.x))) * (1.0 + ((_6882.w * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchWhipTurbulences.x) * in_windBranchData.x)))) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranch.y)) + (((((fract(vec3(in_windBranchData.w) * vec3(0.0625, -1.0, 16.0)).xzy * 2.0) - vec3(1.0)) * in_windBranchData.z) * ((((mix(mix(_7061, _12996, _12764), _12996, _12764) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchTwitch.z) * _6773) + (_7193.x * (1.0 - g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchTwitch.z))) * (1.0 + ((_7193.w * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranchWhipTurbulences.y) * in_windBranchData.z)))) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindBranch.w)) - _12718;
    }
    else
    {
        _12777 = vec3(0.0);
    }
    vec3 _12779;
    if (_5953 && true)
    {
        vec3 _12780;
        if (true && _5962)
        {
            vec4 _7261 = abs((fract(vec4((g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindFrondRipple.x * in_windExtraDataFlag.z) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindFrondRipple.z, 0.0, 0.0, 0.0) + vec4(0.5)) * 2.0) - vec4(1.0));
            _12780 = (_12718 + (((fract(vec3(in_windExtraDataFlag.x) * vec3(0.0625, -1.0, 16.0)).xzy * 2.0) - vec3(1.0)) * ((in_windExtraDataFlag.y * ((((_7261 * _7261) * (vec4(3.0) - (_7261 * 2.0))) - vec4(0.5)) * 2.0).x) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vWindFrondRipple.y))) - _12718;
        }
        else
        {
            _12780 = vec3(0.0);
        }
        _12779 = _12780;
    }
    else
    {
        _12779 = vec3(0.0);
    }
    vec3 _12783;
    if (g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiLOD == 4u)
    {
        _12783 = _12718 + (_12772 * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vTreeRotation.z);
    }
    else
    {
        vec3 _12784;
        if (_5968)
        {
            _12784 = _12718 + ((_12772 + _12777) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vTreeRotation.z);
        }
        else
        {
            vec3 _12785;
            if (_5943)
            {
                _12785 = _12718 + (((_12772 + _12777) + _12779) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vTreeRotation.z);
            }
            else
            {
                vec3 _12786;
                if (_5971)
                {
                    _12786 = _12718 + (_12772 + (_12777 * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vTreeRotation.z));
                }
                else
                {
                    vec3 _12787;
                    if (_5945)
                    {
                        _12787 = _12718 + (_12772 + ((_12777 + _12779) * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vTreeRotation.z));
                    }
                    else
                    {
                        vec3 _12788;
                        if (_5948)
                        {
                            _12788 = _12718 + ((_12772 + _12777) + (_12779 * g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._vTreeRotation.z));
                        }
                        else
                        {
                            vec3 _12789;
                            if (g_rbObjects_Buffer[_3339.g_cbMainArray._aMain[_3330]._Indices._uiObjectIndex].g_rbObjects[0]._uiLOD == 1u)
                            {
                                _12789 = _12718 + _12772;
                            }
                            else
                            {
                                vec3 _12790;
                                if (_5965)
                                {
                                    _12790 = _12718 + (_12772 + _12777);
                                }
                                else
                                {
                                    vec3 _12791;
                                    if (_5953)
                                    {
                                        _12791 = _12718 + ((_12772 + _12777) + _12779);
                                    }
                                    else
                                    {
                                        _12791 = _12718;
                                    }
                                    _12790 = _12791;
                                }
                                _12789 = _12790;
                            }
                            _12788 = _12789;
                        }
                        _12787 = _12788;
                    }
                    _12786 = _12787;
                }
                _12785 = _12786;
            }
            _12784 = _12785;
        }
        _12783 = _12784;
    }
    vec4 _9008 = vec4(_12783, 1.0);
    vec4 _9009 = _426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelView * _9008;
    vec4 _9028 = _426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelViewProj * _9008;
    vec4 _12988;
    if (_3585.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _9062 = _9028.w;
        vec4 _12989;
        if ((_9028.z / _9062) > 1.0)
        {
            vec4 _12990;
            if (_9009.z > _3585.g_cbPass._fNearPlane)
            {
                vec4 _12687 = _9028;
                _12687.z = _9062;
                _12990 = _12687;
            }
            else
            {
                _12990 = _9028;
            }
            _12989 = _12990;
        }
        else
        {
            _12989 = _9028;
        }
        _12988 = _12989;
    }
    else
    {
        _12988 = _9028;
    }
    interp_instanceID = float(_3329) + 0.5;
    float _5106 = _9009.x;
    float _5107 = _9009.y;
    float _5108 = _9009.z;
    vec4 _5109 = vec4(_5106, _5107, _5108, 1.0);
    float _5110 = dot(_3585.g_cbPass._vfVsClippingPlane[0], _5109);
    float _5111 = -_5110;
    gl_ClipDistance[0] = _5111;
    interp_uv0 = in_uv0;
    interp_vfVsPosition = _9009.xyz;
    interp_vfVsTangent = mat3(_426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelView[0].xyz, _426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelView[1].xyz, _426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _5538;
    interp_vfVsBinormal = mat3(_426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelView[0].xyz, _426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelView[1].xyz, _426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_5334, _5538) * ((_5407 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelView[0].xyz, _426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelView[1].xyz, _426.g_rbMatrices[_3339.g_cbMainArray._aMain[_3330]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _5334;
    gl_Position = _12988;
}

