
// 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[];
} _136;

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;
} _717;

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _886;

layout(location = 3) in vec4 in_color;
layout(location = 3) out vec4 interp_color;
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 _707 = gl_InstanceIndex + gl_DrawIDARB;
    int _708 = readFirstInvocationARB(_707);
    uint _2172 = uint(gl_VertexIndex);
    uint _2175 = _2172 + _717.g_cbMainArray._aMain[_708]._Indices._uiPositionOffset;
    uint _2195 = _2172 + _717.g_cbMainArray._aMain[_708]._Indices._uiNormalOffset;
    int _2224 = g_rbTBNs_Buffer[_717.g_cbMainArray._aMain[_708]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2195]._iNormal & 1023;
    int _2227 = (g_rbTBNs_Buffer[_717.g_cbMainArray._aMain[_708]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2195]._iNormal >> 10) & 1023;
    int _2230 = (g_rbTBNs_Buffer[_717.g_cbMainArray._aMain[_708]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2195]._iNormal >> 20) & 1023;
    int _4764;
    if (_2224 > 512)
    {
        _4764 = _2224 | (-1024);
    }
    else
    {
        _4764 = _2224;
    }
    int _4766;
    if (_2227 > 512)
    {
        _4766 = _2227 | (-1024);
    }
    else
    {
        _4766 = _2227;
    }
    int _4768;
    if (_2230 > 512)
    {
        _4768 = _2230 | (-1024);
    }
    else
    {
        _4768 = _2230;
    }
    vec3 _2283 = vec3(float(_4764), float(_4766), float(_4768)) * vec3(0.001956947147846221923828125);
    int _2292 = g_rbTBNs_Buffer[_717.g_cbMainArray._aMain[_708]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2195]._iTangent & 1023;
    int _2295 = (g_rbTBNs_Buffer[_717.g_cbMainArray._aMain[_708]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2195]._iTangent >> 10) & 1023;
    int _2298 = (g_rbTBNs_Buffer[_717.g_cbMainArray._aMain[_708]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2195]._iTangent >> 20) & 1023;
    int _4770;
    if (_2292 > 512)
    {
        _4770 = _2292 | (-1024);
    }
    else
    {
        _4770 = _2292;
    }
    int _4772;
    if (_2295 > 512)
    {
        _4772 = _2295 | (-1024);
    }
    else
    {
        _4772 = _2295;
    }
    int _4774;
    if (_2298 > 512)
    {
        _4774 = _2298 | (-1024);
    }
    else
    {
        _4774 = _2298;
    }
    float _2356 = float((g_rbTBNs_Buffer[_717.g_cbMainArray._aMain[_708]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2195]._iTangent >> 30) != 0);
    vec4 _2429 = vec4(g_rbVertices_Buffer[_717.g_cbMainArray._aMain[_708]._Indices._uiPositionsBufferIndex].g_rbVertices[_2175].x, g_rbVertices_Buffer[_717.g_cbMainArray._aMain[_708]._Indices._uiPositionsBufferIndex].g_rbVertices[_2175].y, g_rbVertices_Buffer[_717.g_cbMainArray._aMain[_708]._Indices._uiPositionsBufferIndex].g_rbVertices[_2175].z, 1.0);
    vec4 _2430 = _136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelView * _2429;
    vec4 _2449 = _136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelViewProj * _2429;
    vec3 _2479 = vec4(vec3(float(_4770), float(_4772), float(_4774)) * vec3(0.001956947147846221923828125), _2356).xyz;
    vec4 _4783;
    if (_886.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _2632 = _2449.w;
        vec4 _4784;
        if ((_2449.z / _2632) > 1.0)
        {
            vec4 _4785;
            if (_2430.z > _886.g_cbPass._fNearPlane)
            {
                vec4 _4759 = _2449;
                _4759.z = _2632;
                _4785 = _4759;
            }
            else
            {
                _4785 = _2449;
            }
            _4784 = _4785;
        }
        else
        {
            _4784 = _2449;
        }
        _4783 = _4784;
    }
    else
    {
        _4783 = _2449;
    }
    interp_instanceID = float(_707) + 0.5;
    float _2056 = _2430.x;
    float _2057 = _2430.y;
    float _2058 = _2430.z;
    vec4 _2059 = vec4(_2056, _2057, _2058, 1.0);
    float _2060 = dot(_886.g_cbPass._vfVsClippingPlane[0], _2059);
    float _2061 = -_2060;
    gl_ClipDistance[0] = _2061;
    interp_color = in_color;
    interp_vfVsPosition = _2430.xyz;
    interp_vfVsTangent = mat3(_136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelView[0].xyz, _136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelView[1].xyz, _136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2479;
    interp_vfVsBinormal = mat3(_136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelView[0].xyz, _136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelView[1].xyz, _136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_2283, _2479) * ((_2356 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelView[0].xyz, _136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelView[1].xyz, _136.g_rbMatrices[_717.g_cbMainArray._aMain[_708]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2283;
    gl_Position = _4783;
}

