
// 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_CLOTH_VERTEX
{
    unaligned_float3 _vPosition;
    unaligned_float3 _vNormal;
    unaligned_float3 _vTangent;
    unaligned_float3 _vBinormal;
};

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_INSTANCE
{
    float c0;
    float c1;
    float c2;
    float c3;
    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 = 24, std430) readonly buffer stc_g_rbMatrices_Layout
{
    S_MATRICES g_rbMatrices[];
} _163;

layout(set = 1, binding = 39, std430) readonly buffer g_rbVertices_Layout
{
    S_CLOTH_VERTEX g_rbVertices[];
} g_rbVertices_Buffer[];

layout(set = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _799;

layout(set = 1, binding = 33, std430) readonly buffer g_rbObjects_Layout
{
    S_MESH_OBJECT g_rbObjects[];
} g_rbObjects_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;
} _1011;

layout(location = 3) in vec4 in_color;
layout(location = 8) in vec2 in_uv0;
layout(location = 8) out vec2 interp_uv0;
layout(location = 21) out vec3 interp_vfVsPosition;
layout(location = 14) out vec3 interp_vfVsTangent;
layout(location = 15) out vec3 interp_vfVsBinormal;
layout(location = 13) out vec3 interp_vfVsNormal;
layout(location = 23) out float interp_instanceID;

void main()
{
    int _789 = gl_InstanceIndex + gl_DrawIDARB;
    int _790 = readFirstInvocationARB(_789);
    uint _2686 = uint(gl_VertexIndex);
    uint _2689 = _2686 + _799.g_cbMainArray._aMain[_790]._Indices._uiPositionOffset;
    vec4 _2820 = vec4(g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vPosition.x, g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vPosition.y, g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vPosition.z, 1.0);
    vec4 _2821 = g_rbObjects_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiObjectIndex].g_rbObjects[0]._mInvModel * _2820;
    vec3 _2822 = _2821.xyz;
    mat3 _2890 = mat3(_1011.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView[0].xyz, _1011.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView[1].xyz, _1011.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView[2].xyz);
    float _3053 = g_rbMaterialInstances_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0 - (-1.0);
    float _3058 = _3053 * 0.49999749660491943359375;
    float _3059 = clamp(_3058, 0.0, 1.0);
    float _3060 = mix(0.0, 1.0, _3059);
    float _3072 = _3060 - 1.0;
    float _3077 = _3072 * 100000.0;
    float _3078 = clamp(_3077, 0.0, 1.0);
    float _3079 = mix(0.0, 1.0, _3078);
    vec3 _3084 = vec3(_3079);
    vec3 _3085 = mix(vec3(0.0), in_color.xyz, _3084);
    vec3 _3109 = _2822 + _3085;
    float _3235 = _3109.x;
    float _3236 = _3109.y;
    float _3237 = _3109.z;
    vec4 _3238 = vec4(_3235, _3236, _3237, 1.0);
    vec4 _3239 = _163.g_rbMatrices[_799.g_cbMainArray._aMain[_790]._Indices._uiMatricesIndex]._mModelView * _3238;
    vec4 _3258 = _163.g_rbMatrices[_799.g_cbMainArray._aMain[_790]._Indices._uiMatricesIndex]._mModelViewProj * _3238;
    vec4 _6886;
    if (_1011.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3292 = _3258.w;
        vec4 _6887;
        if ((_3258.z / _3292) > 1.0)
        {
            vec4 _6888;
            if (_3239.z > _1011.g_cbPass._fNearPlane)
            {
                vec4 _6879 = _3258;
                _6879.z = _3292;
                _6888 = _6879;
            }
            else
            {
                _6888 = _3258;
            }
            _6887 = _6888;
        }
        else
        {
            _6887 = _3258;
        }
        _6886 = _6887;
    }
    else
    {
        _6886 = _3258;
    }
    interp_instanceID = float(_789) + 0.5;
    float _2563 = _3239.x;
    float _2564 = _3239.y;
    float _2565 = _3239.z;
    vec4 _2566 = vec4(_2563, _2564, _2565, 1.0);
    float _2567 = dot(_1011.g_cbPass._vfVsClippingPlane[0], _2566);
    float _2568 = -_2567;
    gl_ClipDistance[0] = _2568;
    interp_uv0 = in_uv0;
    interp_vfVsPosition = _3239.xyz;
    interp_vfVsTangent = _2890 * vec3(g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vTangent.x, g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vTangent.y, g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vTangent.z);
    interp_vfVsBinormal = _2890 * vec3(g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vBinormal.x, g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vBinormal.y, g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vBinormal.z);
    interp_vfVsNormal = _2890 * vec3(g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vNormal.x, g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vNormal.y, g_rbVertices_Buffer[_799.g_cbMainArray._aMain[_790]._Indices._uiPositionsBufferIndex].g_rbVertices[_2689]._vNormal.z);
    gl_Position = _6886;
}

