
// 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_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;
};

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 = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _1141;

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 = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _1337;

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

layout(location = 3) in vec4 in_color;
layout(location = 8) in vec4 in_uv0;
layout(location = 23) out float interp_instanceID;

vec3 _8871;

void main()
{
    int _1131 = gl_InstanceIndex + gl_DrawIDARB;
    int _1132 = readFirstInvocationARB(_1131);
    uint _3000 = uint(gl_VertexIndex);
    uint _3003 = _3000 + _1141.g_cbMainArray._aMain[_1132]._Indices._uiPositionOffset;
    vec4 _3016 = vec4(g_rbVertices_Buffer[_1141.g_cbMainArray._aMain[_1132]._Indices._uiPositionsBufferIndex].g_rbVertices[_3003].x, g_rbVertices_Buffer[_1141.g_cbMainArray._aMain[_1132]._Indices._uiPositionsBufferIndex].g_rbVertices[_3003].y, g_rbVertices_Buffer[_1141.g_cbMainArray._aMain[_1132]._Indices._uiPositionsBufferIndex].g_rbVertices[_3003].z, 1.0);
    vec3 _3201 = _3016.xyz;
    vec4 _3556 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1141.g_cbMainArray._aMain[_1132]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], in_uv0.zw, 0.0);
    float _3558 = _3556.y;
    float _3570 = _3558 * 0.999989986419677734375;
    float _3571 = clamp(_3570, 0.0, 1.0);
    float _3572 = mix(0.0, g_rbMaterials_Buffer[_1141.g_cbMainArray._aMain[_1132]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, _3571);
    vec3 _3574 = vec3(_3572);
    float _3582 = _3556.z;
    float _3594 = _3582 * 0.999989986419677734375;
    float _3595 = clamp(_3594, 0.0, 1.0);
    float _3596 = mix(0.0, g_rbMaterials_Buffer[_1141.g_cbMainArray._aMain[_1132]._Indices._uiMaterialIndex].g_rbMaterials[0].c1, _3595);
    vec3 _3598 = vec3(_3596);
    vec3 _3607 = _3574 + _3598;
    float _3610 = _3556.x;
    float _3622 = _3610 * 0.999989986419677734375;
    float _3623 = clamp(_3622, 0.0, 1.0);
    float _3624 = mix(0.0, g_rbMaterials_Buffer[_1141.g_cbMainArray._aMain[_1132]._Indices._uiMaterialIndex].g_rbMaterials[0].c2, _3623);
    vec3 _3626 = vec3(_3624);
    vec3 _3635 = _3607 + _3626;
    vec3 _8828 = _8871;
    _8828.x = in_color.w;
    vec3 _8831 = _8828;
    _8831.y = in_color.w;
    vec3 _8834 = _8831;
    _8834.z = in_color.w;
    vec3 _3648 = _3635 * _8834;
    vec3 _3652 = clamp(_3648, vec3(0.0), vec3(1.0));
    vec3 _3656 = _3652 * vec3(0.0, -0.20000000298023223876953125, 0.0);
    vec3 _3680 = _3201 + _3656;
    float _3783 = _3680.x;
    float _3784 = _3680.y;
    float _3785 = _3680.z;
    vec4 _3786 = vec4(_3783, _3784, _3785, 1.0);
    vec4 _3787 = g_rbObjects_Buffer[_1141.g_cbMainArray._aMain[_1132]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3786;
    vec3 _3788 = _3787.xyz;
    vec2 _3881 = _3787.xz;
    vec2 _3886 = _3881 * vec2(0.20000000298023223876953125, -0.20000000298023223876953125);
    vec4 _3887 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1141.g_cbMainArray._aMain[_1132]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], _3886, 0.0);
    float _3889 = _3887.y;
    float _3899 = _3889 * 0.999989986419677734375;
    float _3900 = clamp(_3899, 0.0, 1.0);
    float _3901 = mix(0.0, 0.60902297496795654296875, _3900);
    vec3 _3903 = vec3(_3901);
    vec3 _3915 = _3903 * _8834;
    vec3 _3919 = _3915 * vec3(0.0, 0.5, 0.0);
    vec3 _3942 = _3788 + _3919;
    float _4007 = _3942.x;
    float _4008 = _3942.y;
    float _4009 = _3942.z;
    vec4 _4010 = vec4(_4007, _4008, _4009, 1.0);
    vec4 _4011 = _1337.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4010;
    vec4 _4027 = _1337.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4010;
    vec4 _8867;
    if (_1337.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4042 = _4027.w;
        vec4 _8868;
        if ((_4027.z / _4042) > 1.0)
        {
            vec4 _8869;
            if (_4011.z > _1337.g_cbPass._fNearPlane)
            {
                vec4 _8854 = _4027;
                _8854.z = _4042;
                _8869 = _8854;
            }
            else
            {
                _8869 = _4027;
            }
            _8868 = _8869;
        }
        else
        {
            _8868 = _4027;
        }
        _8867 = _8868;
    }
    else
    {
        _8867 = _4027;
    }
    interp_instanceID = float(_1131) + 0.5;
    float _2886 = _4011.x;
    float _2887 = _4011.y;
    float _2888 = _4011.z;
    vec4 _2889 = vec4(_2886, _2887, _2888, 1.0);
    float _2890 = dot(_1337.g_cbPass._vfVsClippingPlane[0], _2889);
    float _2891 = -_2890;
    gl_ClipDistance[0] = _2891;
    gl_Position = _8867;
}

