
// 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[];
} _174;

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;
} _873;

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _1071;

layout(location = 23) out float interp_instanceID;

void main()
{
    int _863 = gl_InstanceIndex + gl_DrawIDARB;
    int _864 = readFirstInvocationARB(_863);
    uint _3107 = uint(gl_VertexIndex);
    uint _3110 = _3107 + _873.g_cbMainArray._aMain[_864]._Indices._uiPositionOffset;
    vec4 _3123 = vec4(g_rbVertices_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiPositionsBufferIndex].g_rbVertices[_3110].x, g_rbVertices_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiPositionsBufferIndex].g_rbVertices[_3110].y, g_rbVertices_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiPositionsBufferIndex].g_rbVertices[_3110].z, 1.0);
    uint _3130 = _3107 + _873.g_cbMainArray._aMain[_864]._Indices._uiNormalOffset;
    int _3159 = g_rbTBNs_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3130]._iNormal & 1023;
    int _3162 = (g_rbTBNs_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3130]._iNormal >> 10) & 1023;
    int _3165 = (g_rbTBNs_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3130]._iNormal >> 20) & 1023;
    int _7739;
    if (_3159 > 512)
    {
        _7739 = _3159 | (-1024);
    }
    else
    {
        _7739 = _3159;
    }
    int _7741;
    if (_3162 > 512)
    {
        _7741 = _3162 | (-1024);
    }
    else
    {
        _7741 = _3162;
    }
    int _7743;
    if (_3165 > 512)
    {
        _7743 = _3165 | (-1024);
    }
    else
    {
        _7743 = _3165;
    }
    float _3208 = float(_7739);
    float _3211 = float(_7741);
    float _3214 = float(_7743);
    vec3 _3215 = vec3(_3208, _3211, _3214);
    vec3 _3218 = _3215 * vec3(0.001956947147846221923828125);
    vec3 _3308 = _3123.xyz;
    vec3 _3616 = normalize(_3308);
    float _3618 = length(_3308);
    float _3621 = pow(0.5299999713897705078125, 3.0);
    float _3623 = 2.0 - _3621;
    float _3625 = _3623 * _3621;
    float _3626 = max(0.0, _3625);
    float _3627 = sqrt(_3626);
    float _3629 = _3616.z;
    float _7749;
    if (_3629 > 0.0)
    {
        _7749 = min(1.0, sqrt(max(0.0, 1.0 - (_3629 * _3629))) / (_3627 * pow(1.0, 3.0)));
    }
    else
    {
        _7749 = 1.0;
    }
    float _3649 = pow(_7749, 2.5);
    float _3650 = 1.0 - _3649;
    float _3654 = 0.100000001490116119384765625 * _3627;
    float _3656 = _3654 * _3618;
    float _3658 = _3650 * _3656;
    vec3 _3662 = _3218 * _3658;
    vec3 _3663 = _3308 + _3662;
    float _3700 = _3663.x;
    float _3701 = _3663.y;
    float _3702 = _3663.z;
    vec4 _3703 = vec4(_3700, _3701, _3702, 1.0);
    vec4 _3704 = _174.g_rbMatrices[_873.g_cbMainArray._aMain[_864]._Indices._uiMatricesIndex]._mModelView * _3703;
    vec4 _3723 = _174.g_rbMatrices[_873.g_cbMainArray._aMain[_864]._Indices._uiMatricesIndex]._mModelViewProj * _3703;
    vec4 _7751;
    if (_1071.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3879 = _3723.w;
        vec4 _7752;
        if ((_3723.z / _3879) > 1.0)
        {
            vec4 _7753;
            if (_3704.z > _1071.g_cbPass._fNearPlane)
            {
                vec4 _7734 = _3723;
                _7734.z = _3879;
                _7753 = _7734;
            }
            else
            {
                _7753 = _3723;
            }
            _7752 = _7753;
        }
        else
        {
            _7752 = _3723;
        }
        _7751 = _7752;
    }
    else
    {
        _7751 = _3723;
    }
    interp_instanceID = float(_863) + 0.5;
    float _2990 = _3704.x;
    float _2991 = _3704.y;
    float _2992 = _3704.z;
    vec4 _2993 = vec4(_2990, _2991, _2992, 1.0);
    float _2994 = dot(_1071.g_cbPass._vfVsClippingPlane[0], _2993);
    float _2995 = -_2994;
    gl_ClipDistance[0] = _2995;
    gl_Position = _7751;
}

