
// 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_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_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[];
} _170;

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;
} _882;

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

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _1079;

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 _872 = gl_InstanceIndex + gl_DrawIDARB;
    int _873 = readFirstInvocationARB(_872);
    uint _2748 = uint(gl_VertexIndex);
    uint _2751 = _2748 + _882.g_cbMainArray._aMain[_873]._Indices._uiPositionOffset;
    uint _2771 = _2748 + _882.g_cbMainArray._aMain[_873]._Indices._uiNormalOffset;
    int _2800 = g_rbTBNs_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2771]._iNormal & 1023;
    int _2803 = (g_rbTBNs_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2771]._iNormal >> 10) & 1023;
    int _2806 = (g_rbTBNs_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2771]._iNormal >> 20) & 1023;
    int _6873;
    if (_2800 > 512)
    {
        _6873 = _2800 | (-1024);
    }
    else
    {
        _6873 = _2800;
    }
    int _6875;
    if (_2803 > 512)
    {
        _6875 = _2803 | (-1024);
    }
    else
    {
        _6875 = _2803;
    }
    int _6877;
    if (_2806 > 512)
    {
        _6877 = _2806 | (-1024);
    }
    else
    {
        _6877 = _2806;
    }
    vec3 _2859 = vec3(float(_6873), float(_6875), float(_6877)) * vec3(0.001956947147846221923828125);
    int _2868 = g_rbTBNs_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2771]._iTangent & 1023;
    int _2871 = (g_rbTBNs_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2771]._iTangent >> 10) & 1023;
    int _2874 = (g_rbTBNs_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2771]._iTangent >> 20) & 1023;
    int _6879;
    if (_2868 > 512)
    {
        _6879 = _2868 | (-1024);
    }
    else
    {
        _6879 = _2868;
    }
    int _6881;
    if (_2871 > 512)
    {
        _6881 = _2871 | (-1024);
    }
    else
    {
        _6881 = _2871;
    }
    int _6883;
    if (_2874 > 512)
    {
        _6883 = _2874 | (-1024);
    }
    else
    {
        _6883 = _2874;
    }
    float _2932 = float((g_rbTBNs_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2771]._iTangent >> 30) != 0);
    vec4 _2982 = vec4(g_rbVertices_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiPositionsBufferIndex].g_rbVertices[_2751].x, g_rbVertices_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiPositionsBufferIndex].g_rbVertices[_2751].y, g_rbVertices_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiPositionsBufferIndex].g_rbVertices[_2751].z, 1.0);
    vec4 _2983 = g_rbObjects_Buffer[_882.g_cbMainArray._aMain[_873]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _2982;
    vec3 _3055 = vec4(vec3(float(_6879), float(_6881), float(_6883)) * vec3(0.001956947147846221923828125), _2932).xyz;
    float _3338 = _2983.x;
    float _3339 = _2983.y;
    float _3340 = _2983.z;
    vec4 _3341 = vec4(_3338, _3339, _3340, 1.0);
    vec4 _3342 = _1079.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _3341;
    vec4 _3358 = _1079.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _3341;
    vec4 _6892;
    if (_1079.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3373 = _3358.w;
        vec4 _6893;
        if ((_3358.z / _3373) > 1.0)
        {
            vec4 _6894;
            if (_3342.z > _1079.g_cbPass._fNearPlane)
            {
                vec4 _6866 = _3358;
                _6866.z = _3373;
                _6894 = _6866;
            }
            else
            {
                _6894 = _3358;
            }
            _6893 = _6894;
        }
        else
        {
            _6893 = _3358;
        }
        _6892 = _6893;
    }
    else
    {
        _6892 = _3358;
    }
    interp_instanceID = float(_872) + 0.5;
    float _2631 = _3342.x;
    float _2632 = _3342.y;
    float _2633 = _3342.z;
    vec4 _2634 = vec4(_2631, _2632, _2633, 1.0);
    float _2635 = dot(_1079.g_cbPass._vfVsClippingPlane[0], _2634);
    float _2636 = -_2635;
    gl_ClipDistance[0] = _2636;
    interp_uv0 = in_uv0;
    interp_vfVsPosition = _3342.xyz;
    interp_vfVsTangent = mat3(_170.g_rbMatrices[_882.g_cbMainArray._aMain[_873]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_882.g_cbMainArray._aMain[_873]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_882.g_cbMainArray._aMain[_873]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _3055;
    interp_vfVsBinormal = mat3(_170.g_rbMatrices[_882.g_cbMainArray._aMain[_873]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_882.g_cbMainArray._aMain[_873]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_882.g_cbMainArray._aMain[_873]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_2859, _3055) * ((_2932 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_170.g_rbMatrices[_882.g_cbMainArray._aMain[_873]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_882.g_cbMainArray._aMain[_873]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_882.g_cbMainArray._aMain[_873]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2859;
    gl_Position = _6892;
}

