
// 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;
    uint s12;
    uint s13;
    uint s14;
    uint s15;
    uint s16;
    uint s17;
    uint s18;
    uint s19;
};

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;
} _1181;

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;
} _1477;

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

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

vec3 _7794;

void main()
{
    int _1171 = gl_InstanceIndex + gl_DrawIDARB;
    int _1172 = readFirstInvocationARB(_1171);
    uint _3135 = uint(gl_VertexIndex);
    uint _3138 = _3135 + _1181.g_cbMainArray._aMain[_1172]._Indices._uiPositionOffset;
    uint _3158 = _3135 + _1181.g_cbMainArray._aMain[_1172]._Indices._uiNormalOffset;
    int _3187 = g_rbTBNs_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3158]._iNormal & 1023;
    int _3190 = (g_rbTBNs_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3158]._iNormal >> 10) & 1023;
    int _3193 = (g_rbTBNs_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3158]._iNormal >> 20) & 1023;
    int _7781;
    if (_3187 > 512)
    {
        _7781 = _3187 | (-1024);
    }
    else
    {
        _7781 = _3187;
    }
    int _7783;
    if (_3190 > 512)
    {
        _7783 = _3190 | (-1024);
    }
    else
    {
        _7783 = _3190;
    }
    int _7785;
    if (_3193 > 512)
    {
        _7785 = _3193 | (-1024);
    }
    else
    {
        _7785 = _3193;
    }
    float _3236 = float(_7781);
    float _3239 = float(_7783);
    float _3242 = float(_7785);
    vec3 _3243 = vec3(_3236, _3239, _3242);
    vec3 _3246 = _3243 * vec3(0.001956947147846221923828125);
    vec4 _3369 = vec4(g_rbVertices_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiPositionsBufferIndex].g_rbVertices[_3138].x, g_rbVertices_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiPositionsBufferIndex].g_rbVertices[_3138].y, g_rbVertices_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiPositionsBufferIndex].g_rbVertices[_3138].z, 1.0);
    vec4 _3370 = g_rbObjects_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3369;
    vec3 _3371 = _3370.xyz;
    mat3 _3528 = mat3(g_rbObjects_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3531 = _3528 * _3246;
    vec2 _3750 = in_uv0 * vec2(3.0);
    vec3 _7727 = _7794;
    _7727.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], _3750 + vec2(-1.10000002384185791015625, 0.25), 0.0).x;
    vec3 _3768 = vec3(g_rbMaterialInstances_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3771 = mod(_3768, vec3(2.0));
    vec3 _3775 = _7727 * _3771;
    vec3 _7736 = _7794;
    _7736.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], _3750 + vec2(-0.20000000298023223876953125, -2.099999904632568359375), 0.0).y;
    vec3 _3805 = _3768 * vec3(0.100000001490116119384765625);
    vec3 _3808 = floor(_3805);
    vec3 _3812 = mod(_3808, vec3(2.0));
    vec3 _3816 = _7736 * _3812;
    vec3 _3820 = vec3(1.0) - _3775;
    vec3 _3823 = vec3(1.0) - _3816;
    vec3 _3824 = _3820 * _3823;
    vec3 _7745 = _7794;
    _7745.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(2.0)) + vec2(-0.3540000021457672119140625, 0.20000000298023223876953125), 0.0).z;
    vec3 _3856 = _3768 * vec3(0.00999999977648258209228515625);
    vec3 _3859 = floor(_3856);
    vec3 _3863 = mod(_3859, vec3(2.0));
    vec3 _3867 = _7745 * _3863;
    vec3 _3874 = vec3(1.0) - _3867;
    vec3 _3875 = _3824 * _3874;
    vec3 _3877 = vec3(1.0) - _3875;
    float _3879 = _3877.y;
    float _3884 = _3879 - 0.949999988079071044921875;
    float _3889 = _3884 * 19.9959964752197265625;
    float _3890 = clamp(_3889, 0.0, 1.0);
    float _3891 = mix(0.0, 1.0, _3890);
    float _3899 = _3879 - 0.88999998569488525390625;
    float _3904 = _3899 * 99.90019989013671875;
    float _3905 = clamp(_3904, 0.0, 1.0);
    float _3906 = mix(0.0, 1.0, _3905);
    vec3 _3911 = vec3(_3906);
    vec3 _3912 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _3911);
    vec3 _3917 = vec3(_3891);
    vec3 _3918 = mix(_3912, vec3(-0.03869999945163726806640625), _3917);
    vec3 _3924 = _3918 * _3531;
    vec3 _3932 = vec3(g_rbMaterialInstances_Buffer[_1181.g_cbMainArray._aMain[_1172]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _3933 = mix(vec3(0.0), _3924, _3932);
    vec3 _3956 = _3371 + _3933;
    float _4021 = _3956.x;
    float _4022 = _3956.y;
    float _4023 = _3956.z;
    vec4 _4024 = vec4(_4021, _4022, _4023, 1.0);
    vec4 _4025 = _1477.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4024;
    vec4 _4041 = _1477.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4024;
    vec4 _7791;
    if (_1477.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4056 = _4041.w;
        vec4 _7792;
        if ((_4041.z / _4056) > 1.0)
        {
            vec4 _7793;
            if (_4025.z > _1477.g_cbPass._fNearPlane)
            {
                vec4 _7758 = _4041;
                _7758.z = _4056;
                _7793 = _7758;
            }
            else
            {
                _7793 = _4041;
            }
            _7792 = _7793;
        }
        else
        {
            _7792 = _4041;
        }
        _7791 = _7792;
    }
    else
    {
        _7791 = _4041;
    }
    interp_instanceID = float(_1171) + 0.5;
    float _3021 = _4025.x;
    float _3022 = _4025.y;
    float _3023 = _4025.z;
    vec4 _3024 = vec4(_3021, _3022, _3023, 1.0);
    float _3025 = dot(_1477.g_cbPass._vfVsClippingPlane[0], _3024);
    float _3026 = -_3025;
    gl_ClipDistance[0] = _3026;
    gl_Position = _7791;
}

