
// 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_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;
    float c8;
    float c9;
    float c10;
    float c11;
    uint s0;
    uint s1;
    uint s2;
    uint s3;
    uint s4;
    uint s5;
    uint s6;
    uint s7;
};

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[];
} _165;

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;
} _913;

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;
} _1161;

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

layout(location = 8) in vec4 in_uv0;
layout(location = 21) out vec3 interp_vfVsPosition;
layout(location = 23) out float interp_instanceID;

void main()
{
    int _903 = gl_InstanceIndex + gl_DrawIDARB;
    int _904 = readFirstInvocationARB(_903);
    uint _2823 = uint(gl_VertexIndex);
    uint _2826 = _2823 + _913.g_cbMainArray._aMain[_904]._Indices._uiPositionOffset;
    vec4 _2839 = vec4(g_rbVertices_Buffer[_913.g_cbMainArray._aMain[_904]._Indices._uiPositionsBufferIndex].g_rbVertices[_2826].x, g_rbVertices_Buffer[_913.g_cbMainArray._aMain[_904]._Indices._uiPositionsBufferIndex].g_rbVertices[_2826].y, g_rbVertices_Buffer[_913.g_cbMainArray._aMain[_904]._Indices._uiPositionsBufferIndex].g_rbVertices[_2826].z, 1.0);
    uint _2846 = _2823 + _913.g_cbMainArray._aMain[_904]._Indices._uiNormalOffset;
    int _2875 = g_rbTBNs_Buffer[_913.g_cbMainArray._aMain[_904]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2846]._iNormal & 1023;
    int _2878 = (g_rbTBNs_Buffer[_913.g_cbMainArray._aMain[_904]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2846]._iNormal >> 10) & 1023;
    int _2881 = (g_rbTBNs_Buffer[_913.g_cbMainArray._aMain[_904]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2846]._iNormal >> 20) & 1023;
    int _7519;
    if (_2875 > 512)
    {
        _7519 = _2875 | (-1024);
    }
    else
    {
        _7519 = _2875;
    }
    int _7521;
    if (_2878 > 512)
    {
        _7521 = _2878 | (-1024);
    }
    else
    {
        _7521 = _2878;
    }
    int _7523;
    if (_2881 > 512)
    {
        _7523 = _2881 | (-1024);
    }
    else
    {
        _7523 = _2881;
    }
    float _2924 = float(_7519);
    float _2927 = float(_7521);
    float _2930 = float(_7523);
    vec3 _2931 = vec3(_2924, _2927, _2930);
    vec3 _2934 = _2931 * vec3(0.001956947147846221923828125);
    vec3 _3024 = _2839.xyz;
    vec2 _3365 = in_uv0.xy * vec2(2.0);
    vec2 _3368 = vec2(g_rbMaterials_Buffer[_913.g_cbMainArray._aMain[_904]._Indices._uiMaterialIndex].g_rbMaterials[0].c8, g_rbMaterials_Buffer[_913.g_cbMainArray._aMain[_904]._Indices._uiMaterialIndex].g_rbMaterials[0].c9);
    vec2 _3369 = _3365 + _3368;
    vec4 _3370 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_913.g_cbMainArray._aMain[_904]._Indices._uiMaterialIndex].g_rbMaterials[0].s4], _3369, 0.0);
    float _3374 = _3370.x;
    float _3384 = _3374 * 0.999989986419677734375;
    float _3385 = clamp(_3384, 0.0, 1.0);
    float _3386 = mix(-0.100000001490116119384765625, 0.0, _3385);
    vec3 _3388 = vec3(_3386);
    vec2 _3398 = in_uv0.zw * vec2(1.0, 0.20000000298023223876953125);
    vec4 _3403 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_913.g_cbMainArray._aMain[_904]._Indices._uiMaterialIndex].g_rbMaterials[0].s5], _3398, 0.0);
    vec3 _3405 = _3403.xyz;
    vec3 _3408 = _3388 * _3405;
    vec3 _3414 = _3408 * _2934;
    vec3 _3438 = _3024 + _3414;
    float _3564 = _3438.x;
    float _3565 = _3438.y;
    float _3566 = _3438.z;
    vec4 _3567 = vec4(_3564, _3565, _3566, 1.0);
    vec4 _3568 = _165.g_rbMatrices[_913.g_cbMainArray._aMain[_904]._Indices._uiMatricesIndex]._mModelView * _3567;
    vec4 _3587 = _165.g_rbMatrices[_913.g_cbMainArray._aMain[_904]._Indices._uiMatricesIndex]._mModelViewProj * _3567;
    vec4 _7529;
    if (_1161.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3621 = _3587.w;
        vec4 _7530;
        if ((_3587.z / _3621) > 1.0)
        {
            vec4 _7531;
            if (_3568.z > _1161.g_cbPass._fNearPlane)
            {
                vec4 _7507 = _3587;
                _7507.z = _3621;
                _7531 = _7507;
            }
            else
            {
                _7531 = _3587;
            }
            _7530 = _7531;
        }
        else
        {
            _7530 = _3587;
        }
        _7529 = _7530;
    }
    else
    {
        _7529 = _3587;
    }
    interp_instanceID = float(_903) + 0.5;
    float _2709 = _3568.x;
    float _2710 = _3568.y;
    float _2711 = _3568.z;
    vec4 _2712 = vec4(_2709, _2710, _2711, 1.0);
    float _2713 = dot(_1161.g_cbPass._vfVsClippingPlane[0], _2712);
    float _2714 = -_2713;
    gl_ClipDistance[0] = _2714;
    interp_vfVsPosition = _3568.xyz;
    gl_Position = _7529;
}

