
// 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_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[];
} _133;

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_rbNormals_Layout
{
    int g_rbNormals[];
} g_rbNormals_Buffer[];

layout(set = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _542;

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _713;

layout(location = 8) in vec4 in_uv0;
layout(location = 8) out vec4 interp_uv0;
layout(location = 21) out vec3 interp_vfVsPosition;
layout(location = 13) out vec3 interp_vfVsNormal;
layout(location = 23) out float interp_instanceID;

void main()
{
    int _532 = gl_InstanceIndex + gl_DrawIDARB;
    int _533 = readFirstInvocationARB(_532);
    uint _2003 = uint(gl_VertexIndex);
    uint _2006 = _2003 + _542.g_cbMainArray._aMain[_533]._Indices._uiPositionOffset;
    uint _2026 = _2003 + _542.g_cbMainArray._aMain[_533]._Indices._uiNormalOffset;
    int _2045 = g_rbNormals_Buffer[_542.g_cbMainArray._aMain[_533]._Indices._uiNormalsBufferIndex].g_rbNormals[_2026] & 1023;
    int _2048 = (g_rbNormals_Buffer[_542.g_cbMainArray._aMain[_533]._Indices._uiNormalsBufferIndex].g_rbNormals[_2026] >> 10) & 1023;
    int _2051 = (g_rbNormals_Buffer[_542.g_cbMainArray._aMain[_533]._Indices._uiNormalsBufferIndex].g_rbNormals[_2026] >> 20) & 1023;
    int _4407;
    if (_2045 > 512)
    {
        _4407 = _2045 | (-1024);
    }
    else
    {
        _4407 = _2045;
    }
    int _4409;
    if (_2048 > 512)
    {
        _4409 = _2048 | (-1024);
    }
    else
    {
        _4409 = _2048;
    }
    int _4411;
    if (_2051 > 512)
    {
        _4411 = _2051 | (-1024);
    }
    else
    {
        _4411 = _2051;
    }
    vec4 _2178 = vec4(g_rbVertices_Buffer[_542.g_cbMainArray._aMain[_533]._Indices._uiPositionsBufferIndex].g_rbVertices[_2006].x, g_rbVertices_Buffer[_542.g_cbMainArray._aMain[_533]._Indices._uiPositionsBufferIndex].g_rbVertices[_2006].y, g_rbVertices_Buffer[_542.g_cbMainArray._aMain[_533]._Indices._uiPositionsBufferIndex].g_rbVertices[_2006].z, 1.0);
    vec4 _2179 = _133.g_rbMatrices[_542.g_cbMainArray._aMain[_533]._Indices._uiMatricesIndex]._mModelView * _2178;
    vec4 _2198 = _133.g_rbMatrices[_542.g_cbMainArray._aMain[_533]._Indices._uiMatricesIndex]._mModelViewProj * _2178;
    vec4 _4417;
    if (_713.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _2300 = _2198.w;
        vec4 _4418;
        if ((_2198.z / _2300) > 1.0)
        {
            vec4 _4419;
            if (_2179.z > _713.g_cbPass._fNearPlane)
            {
                vec4 _4402 = _2198;
                _4402.z = _2300;
                _4419 = _4402;
            }
            else
            {
                _4419 = _2198;
            }
            _4418 = _4419;
        }
        else
        {
            _4418 = _2198;
        }
        _4417 = _4418;
    }
    else
    {
        _4417 = _2198;
    }
    interp_instanceID = float(_532) + 0.5;
    float _1888 = _2179.x;
    float _1889 = _2179.y;
    float _1890 = _2179.z;
    vec4 _1891 = vec4(_1888, _1889, _1890, 1.0);
    float _1892 = dot(_713.g_cbPass._vfVsClippingPlane[0], _1891);
    float _1893 = -_1892;
    gl_ClipDistance[0] = _1893;
    interp_uv0 = in_uv0;
    interp_vfVsPosition = _2179.xyz;
    interp_vfVsNormal = mat3(_133.g_rbMatrices[_542.g_cbMainArray._aMain[_533]._Indices._uiMatricesIndex]._mModelView[0].xyz, _133.g_rbMatrices[_542.g_cbMainArray._aMain[_533]._Indices._uiMatricesIndex]._mModelView[1].xyz, _133.g_rbMatrices[_542.g_cbMainArray._aMain[_533]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (vec3(float(_4407), float(_4409), float(_4411)) * vec3(0.001956947147846221923828125));
    gl_Position = _4417;
}

