
// 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;
    float c4;
    float c5;
    float c6;
    float c7;
    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;
    uint s20;
    uint s21;
    uint s22;
    uint s23;
};

struct S_MATERIAL_INSTANCE
{
    float c0;
    float c1;
    float c2;
    float c3;
    float c4;
    float c5;
    float c6;
    float c7;
    float c8;
    float c9;
    float c10;
    float c11;
    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;
} _1212;

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;
} _1554;

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

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

vec3 _7990;

void main()
{
    int _1202 = gl_InstanceIndex + gl_DrawIDARB;
    int _1203 = readFirstInvocationARB(_1202);
    uint _3205 = uint(gl_VertexIndex);
    uint _3208 = _3205 + _1212.g_cbMainArray._aMain[_1203]._Indices._uiPositionOffset;
    uint _3228 = _3205 + _1212.g_cbMainArray._aMain[_1203]._Indices._uiNormalOffset;
    int _3257 = g_rbTBNs_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3228]._iNormal & 1023;
    int _3260 = (g_rbTBNs_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3228]._iNormal >> 10) & 1023;
    int _3263 = (g_rbTBNs_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3228]._iNormal >> 20) & 1023;
    int _7977;
    if (_3257 > 512)
    {
        _7977 = _3257 | (-1024);
    }
    else
    {
        _7977 = _3257;
    }
    int _7979;
    if (_3260 > 512)
    {
        _7979 = _3260 | (-1024);
    }
    else
    {
        _7979 = _3260;
    }
    int _7981;
    if (_3263 > 512)
    {
        _7981 = _3263 | (-1024);
    }
    else
    {
        _7981 = _3263;
    }
    float _3306 = float(_7977);
    float _3309 = float(_7979);
    float _3312 = float(_7981);
    vec3 _3313 = vec3(_3306, _3309, _3312);
    vec3 _3316 = _3313 * vec3(0.001956947147846221923828125);
    vec4 _3439 = vec4(g_rbVertices_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiPositionsBufferIndex].g_rbVertices[_3208].x, g_rbVertices_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiPositionsBufferIndex].g_rbVertices[_3208].y, g_rbVertices_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiPositionsBufferIndex].g_rbVertices[_3208].z, 1.0);
    vec4 _3440 = g_rbObjects_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3439;
    vec3 _3441 = _3440.xyz;
    mat3 _3598 = mat3(g_rbObjects_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3601 = _3598 * _3316;
    vec3 _7922 = _7990;
    _7922.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(-3.0, 3.0)) + vec2(1.38775503635406494140625, -0.0816330015659332275390625), 0.0).x;
    vec3 _3859 = vec3(g_rbMaterialInstances_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3862 = mod(_3859, vec3(2.0));
    vec3 _3866 = _7922 * _3862;
    vec3 _7931 = _7990;
    _7931.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(3.0)) + vec2(-0.449999988079071044921875, -0.408163011074066162109375), 0.0).y;
    vec3 _3896 = _3859 * vec3(0.100000001490116119384765625);
    vec3 _3899 = floor(_3896);
    vec3 _3903 = mod(_3899, vec3(2.0));
    vec3 _3907 = _7931 * _3903;
    vec3 _3911 = vec3(1.0) - _3866;
    vec3 _3914 = vec3(1.0) - _3907;
    vec3 _3915 = _3911 * _3914;
    vec3 _7940 = _7990;
    _7940.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(3.0, 2.0)) + vec2(-2.0499999523162841796875, -0.7799999713897705078125), 0.0).z;
    vec3 _3947 = _3859 * vec3(0.00999999977648258209228515625);
    vec3 _3950 = floor(_3947);
    vec3 _3954 = mod(_3950, vec3(2.0));
    vec3 _3958 = _7940 * _3954;
    vec3 _3965 = vec3(1.0) - _3958;
    vec3 _3966 = _3915 * _3965;
    vec3 _3968 = vec3(1.0) - _3966;
    float _3970 = _3968.y;
    float _3975 = _3970 - 0.949999988079071044921875;
    float _3980 = _3975 * 19.9959964752197265625;
    float _3981 = clamp(_3980, 0.0, 1.0);
    float _3982 = mix(0.0, 1.0, _3981);
    float _3990 = _3970 - 0.88999998569488525390625;
    float _3995 = _3990 * 99.90019989013671875;
    float _3996 = clamp(_3995, 0.0, 1.0);
    float _3997 = mix(0.0, 1.0, _3996);
    vec3 _4002 = vec3(_3997);
    vec3 _4003 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _4002);
    vec3 _4008 = vec3(_3982);
    vec3 _4009 = mix(_4003, vec3(-0.03869999945163726806640625), _4008);
    vec3 _4015 = _4009 * _3601;
    vec3 _4023 = vec3(g_rbMaterialInstances_Buffer[_1212.g_cbMainArray._aMain[_1203]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _4024 = mix(vec3(0.0), _4015, _4023);
    vec3 _4047 = _3441 + _4024;
    float _4112 = _4047.x;
    float _4113 = _4047.y;
    float _4114 = _4047.z;
    vec4 _4115 = vec4(_4112, _4113, _4114, 1.0);
    vec4 _4116 = _1554.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4115;
    vec4 _4132 = _1554.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4115;
    vec4 _7987;
    if (_1554.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4147 = _4132.w;
        vec4 _7988;
        if ((_4132.z / _4147) > 1.0)
        {
            vec4 _7989;
            if (_4116.z > _1554.g_cbPass._fNearPlane)
            {
                vec4 _7953 = _4132;
                _7953.z = _4147;
                _7989 = _7953;
            }
            else
            {
                _7989 = _4132;
            }
            _7988 = _7989;
        }
        else
        {
            _7988 = _4132;
        }
        _7987 = _7988;
    }
    else
    {
        _7987 = _4132;
    }
    interp_instanceID = float(_1202) + 0.5;
    float _3091 = _4116.x;
    float _3092 = _4116.y;
    float _3093 = _4116.z;
    vec4 _3094 = vec4(_3091, _3092, _3093, 1.0);
    float _3095 = dot(_1554.g_cbPass._vfVsClippingPlane[0], _3094);
    float _3096 = -_3095;
    gl_ClipDistance[0] = _3096;
    gl_Position = _7987;
}

