
// 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;
    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;
};

struct S_MATERIAL_INSTANCE
{
    float c0;
    float c1;
    float c2;
    float c3;
    float c4;
    float c5;
    float c6;
    float c7;
    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;
} _1184;

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;
} _1480;

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

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

vec3 _7798;

void main()
{
    int _1174 = gl_InstanceIndex + gl_DrawIDARB;
    int _1175 = readFirstInvocationARB(_1174);
    uint _3138 = uint(gl_VertexIndex);
    uint _3141 = _3138 + _1184.g_cbMainArray._aMain[_1175]._Indices._uiPositionOffset;
    uint _3161 = _3138 + _1184.g_cbMainArray._aMain[_1175]._Indices._uiNormalOffset;
    int _3190 = g_rbTBNs_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3161]._iNormal & 1023;
    int _3193 = (g_rbTBNs_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3161]._iNormal >> 10) & 1023;
    int _3196 = (g_rbTBNs_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3161]._iNormal >> 20) & 1023;
    int _7785;
    if (_3190 > 512)
    {
        _7785 = _3190 | (-1024);
    }
    else
    {
        _7785 = _3190;
    }
    int _7787;
    if (_3193 > 512)
    {
        _7787 = _3193 | (-1024);
    }
    else
    {
        _7787 = _3193;
    }
    int _7789;
    if (_3196 > 512)
    {
        _7789 = _3196 | (-1024);
    }
    else
    {
        _7789 = _3196;
    }
    float _3239 = float(_7785);
    float _3242 = float(_7787);
    float _3245 = float(_7789);
    vec3 _3246 = vec3(_3239, _3242, _3245);
    vec3 _3249 = _3246 * vec3(0.001956947147846221923828125);
    vec4 _3372 = vec4(g_rbVertices_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiPositionsBufferIndex].g_rbVertices[_3141].x, g_rbVertices_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiPositionsBufferIndex].g_rbVertices[_3141].y, g_rbVertices_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiPositionsBufferIndex].g_rbVertices[_3141].z, 1.0);
    vec4 _3373 = g_rbObjects_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3372;
    vec3 _3374 = _3373.xyz;
    mat3 _3531 = mat3(g_rbObjects_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3534 = _3531 * _3249;
    vec3 _7730 = _7798;
    _7730.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(-4.0, 4.0)) + vec2(1.4421770572662353515625, -0.408163011074066162109375), 0.0).x;
    vec3 _3771 = vec3(g_rbMaterialInstances_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3774 = mod(_3771, vec3(2.0));
    vec3 _3778 = _7730 * _3774;
    vec3 _7739 = _7798;
    _7739.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(3.0)) + vec2(-0.20000000298023223876953125, -2.099999904632568359375), 0.0).y;
    vec3 _3808 = _3771 * vec3(0.100000001490116119384765625);
    vec3 _3811 = floor(_3808);
    vec3 _3815 = mod(_3811, vec3(2.0));
    vec3 _3819 = _7739 * _3815;
    vec3 _3823 = vec3(1.0) - _3778;
    vec3 _3826 = vec3(1.0) - _3819;
    vec3 _3827 = _3823 * _3826;
    vec3 _7748 = _7798;
    _7748.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(-2.0, 2.0)) + vec2(1.605000019073486328125, 0.02700000070035457611083984375), 0.0).z;
    vec3 _3859 = _3771 * vec3(0.00999999977648258209228515625);
    vec3 _3862 = floor(_3859);
    vec3 _3866 = mod(_3862, vec3(2.0));
    vec3 _3870 = _7748 * _3866;
    vec3 _3877 = vec3(1.0) - _3870;
    vec3 _3878 = _3827 * _3877;
    vec3 _3880 = vec3(1.0) - _3878;
    float _3882 = _3880.y;
    float _3887 = _3882 - 0.949999988079071044921875;
    float _3892 = _3887 * 19.9959964752197265625;
    float _3893 = clamp(_3892, 0.0, 1.0);
    float _3894 = mix(0.0, 1.0, _3893);
    float _3902 = _3882 - 0.88999998569488525390625;
    float _3907 = _3902 * 99.90019989013671875;
    float _3908 = clamp(_3907, 0.0, 1.0);
    float _3909 = mix(0.0, 1.0, _3908);
    vec3 _3914 = vec3(_3909);
    vec3 _3915 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _3914);
    vec3 _3920 = vec3(_3894);
    vec3 _3921 = mix(_3915, vec3(-0.03869999945163726806640625), _3920);
    vec3 _3927 = _3921 * _3534;
    vec3 _3935 = vec3(g_rbMaterialInstances_Buffer[_1184.g_cbMainArray._aMain[_1175]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _3936 = mix(vec3(0.0), _3927, _3935);
    vec3 _3959 = _3374 + _3936;
    float _4024 = _3959.x;
    float _4025 = _3959.y;
    float _4026 = _3959.z;
    vec4 _4027 = vec4(_4024, _4025, _4026, 1.0);
    vec4 _4028 = _1480.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4027;
    vec4 _4044 = _1480.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4027;
    vec4 _7795;
    if (_1480.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4059 = _4044.w;
        vec4 _7796;
        if ((_4044.z / _4059) > 1.0)
        {
            vec4 _7797;
            if (_4028.z > _1480.g_cbPass._fNearPlane)
            {
                vec4 _7761 = _4044;
                _7761.z = _4059;
                _7797 = _7761;
            }
            else
            {
                _7797 = _4044;
            }
            _7796 = _7797;
        }
        else
        {
            _7796 = _4044;
        }
        _7795 = _7796;
    }
    else
    {
        _7795 = _4044;
    }
    interp_instanceID = float(_1174) + 0.5;
    float _3024 = _4028.x;
    float _3025 = _4028.y;
    float _3026 = _4028.z;
    vec4 _3027 = vec4(_3024, _3025, _3026, 1.0);
    float _3028 = dot(_1480.g_cbPass._vfVsClippingPlane[0], _3027);
    float _3029 = -_3028;
    gl_ClipDistance[0] = _3029;
    gl_Position = _7795;
}

