
// 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;
    float c4;
    float c5;
    float c6;
    float c7;
    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;
    uint s20;
    uint s21;
    uint s22;
    uint s23;
};

struct S_MATERIAL_INSTANCE
{
    float c0;
    float c1;
    float c2;
    float c3;
    float c4;
    float c5;
    float c6;
    float c7;
    float c8;
    float c9;
    float c10;
    float c11;
    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;
} _1287;

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;
} _1630;

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

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

vec3 _8130;

void main()
{
    int _1277 = gl_InstanceIndex + gl_DrawIDARB;
    int _1278 = readFirstInvocationARB(_1277);
    uint _3280 = uint(gl_VertexIndex);
    uint _3283 = _3280 + _1287.g_cbMainArray._aMain[_1278]._Indices._uiPositionOffset;
    uint _3303 = _3280 + _1287.g_cbMainArray._aMain[_1278]._Indices._uiNormalOffset;
    int _3332 = g_rbTBNs_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3303]._iNormal & 1023;
    int _3335 = (g_rbTBNs_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3303]._iNormal >> 10) & 1023;
    int _3338 = (g_rbTBNs_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3303]._iNormal >> 20) & 1023;
    int _8117;
    if (_3332 > 512)
    {
        _8117 = _3332 | (-1024);
    }
    else
    {
        _8117 = _3332;
    }
    int _8119;
    if (_3335 > 512)
    {
        _8119 = _3335 | (-1024);
    }
    else
    {
        _8119 = _3335;
    }
    int _8121;
    if (_3338 > 512)
    {
        _8121 = _3338 | (-1024);
    }
    else
    {
        _8121 = _3338;
    }
    float _3381 = float(_8117);
    float _3384 = float(_8119);
    float _3387 = float(_8121);
    vec3 _3388 = vec3(_3381, _3384, _3387);
    vec3 _3391 = _3388 * vec3(0.001956947147846221923828125);
    vec4 _3514 = vec4(g_rbVertices_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiPositionsBufferIndex].g_rbVertices[_3283].x, g_rbVertices_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiPositionsBufferIndex].g_rbVertices[_3283].y, g_rbVertices_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiPositionsBufferIndex].g_rbVertices[_3283].z, 1.0);
    vec4 _3515 = g_rbObjects_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3514;
    vec3 _3516 = _3515.xyz;
    mat3 _3673 = mat3(g_rbObjects_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3676 = _3673 * _3391;
    vec3 _8060 = _8130;
    _8060.y = (textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(2.2999999523162841796875)) + vec2(-0.85000002384185791015625, -0.100000001490116119384765625), 0.0) * vec4(1.0, 0.9215819835662841796875, 0.982250988483428955078125, 1.0)).x;
    vec3 _3963 = vec3(g_rbMaterialInstances_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3966 = mod(_3963, vec3(2.0));
    vec3 _3970 = _8060 * _3966;
    float _3973 = cos(0.0);
    float _3975 = sin(0.0);
    vec3 _8069 = _8130;
    _8069.y = (textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], ((((in_uv0 - vec2(0.5)) * mat2(vec2(_3973, _3975), vec2(-_3975, _3973))) + vec2(0.5)) * vec2(1.5)) + vec2(0.0500000007450580596923828125, -0.100000001490116119384765625), 0.0) * vec4(1.0, 0.9215819835662841796875, 0.982250988483428955078125, 1.0)).y;
    vec3 _4032 = _3963 * vec3(0.100000001490116119384765625);
    vec3 _4035 = floor(_4032);
    vec3 _4039 = mod(_4035, vec3(2.0));
    vec3 _4043 = _8069 * _4039;
    vec3 _4047 = vec3(1.0) - _3970;
    vec3 _4050 = vec3(1.0) - _4043;
    vec3 _4051 = _4047 * _4050;
    vec3 _8078 = _8130;
    _8078.y = (textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(3.0)) + vec2(-0.100000001490116119384765625, -0.300000011920928955078125), 0.0) * vec4(1.0, 0.9215819835662841796875, 0.982250988483428955078125, 1.0)).z;
    vec3 _4093 = _3963 * vec3(0.00999999977648258209228515625);
    vec3 _4096 = floor(_4093);
    vec3 _4100 = mod(_4096, vec3(2.0));
    vec3 _4104 = _8078 * _4100;
    vec3 _4111 = vec3(1.0) - _4104;
    vec3 _4112 = _4051 * _4111;
    vec3 _4114 = vec3(1.0) - _4112;
    float _4116 = _4114.y;
    float _4121 = _4116 - 0.949999988079071044921875;
    float _4126 = _4121 * 19.9959964752197265625;
    float _4127 = clamp(_4126, 0.0, 1.0);
    float _4128 = mix(0.0, 1.0, _4127);
    float _4136 = _4116 - 0.88999998569488525390625;
    float _4141 = _4136 * 99.90019989013671875;
    float _4142 = clamp(_4141, 0.0, 1.0);
    float _4143 = mix(0.0, 1.0, _4142);
    vec3 _4148 = vec3(_4143);
    vec3 _4149 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _4148);
    vec3 _4154 = vec3(_4128);
    vec3 _4155 = mix(_4149, vec3(-0.03869999945163726806640625), _4154);
    vec3 _4161 = _4155 * _3676;
    vec3 _4169 = vec3(g_rbMaterialInstances_Buffer[_1287.g_cbMainArray._aMain[_1278]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _4170 = mix(vec3(0.0), _4161, _4169);
    vec3 _4193 = _3516 + _4170;
    float _4258 = _4193.x;
    float _4259 = _4193.y;
    float _4260 = _4193.z;
    vec4 _4261 = vec4(_4258, _4259, _4260, 1.0);
    vec4 _4262 = _1630.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4261;
    vec4 _4278 = _1630.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4261;
    vec4 _8127;
    if (_1630.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4293 = _4278.w;
        vec4 _8128;
        if ((_4278.z / _4293) > 1.0)
        {
            vec4 _8129;
            if (_4262.z > _1630.g_cbPass._fNearPlane)
            {
                vec4 _8091 = _4278;
                _8091.z = _4293;
                _8129 = _8091;
            }
            else
            {
                _8129 = _4278;
            }
            _8128 = _8129;
        }
        else
        {
            _8128 = _4278;
        }
        _8127 = _8128;
    }
    else
    {
        _8127 = _4278;
    }
    interp_instanceID = float(_1277) + 0.5;
    float _3166 = _4262.x;
    float _3167 = _4262.y;
    float _3168 = _4262.z;
    vec4 _3169 = vec4(_3166, _3167, _3168, 1.0);
    float _3170 = dot(_1630.g_cbPass._vfVsClippingPlane[0], _3169);
    float _3171 = -_3170;
    gl_ClipDistance[0] = _3171;
    gl_Position = _8127;
}

