
// 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_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;
    uint s0;
    uint s1;
    uint s2;
    uint s3;
    uint s4;
    uint s5;
    uint s6;
    uint s7;
};

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 = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _557;

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 = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _754;

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

layout(location = 3) in vec4 in_color;
layout(location = 8) in vec2 in_uv0;
layout(location = 23) out float interp_instanceID;

vec3 _5965;

void main()
{
    int _547 = gl_InstanceIndex + gl_DrawIDARB;
    int _548 = readFirstInvocationARB(_547);
    uint _2431 = uint(gl_VertexIndex);
    uint _2434 = _2431 + _557.g_cbMainArray._aMain[_548]._Indices._uiPositionOffset;
    vec4 _2503 = vec4(g_rbVertices_Buffer[_557.g_cbMainArray._aMain[_548]._Indices._uiPositionsBufferIndex].g_rbVertices[_2434].x, g_rbVertices_Buffer[_557.g_cbMainArray._aMain[_548]._Indices._uiPositionsBufferIndex].g_rbVertices[_2434].y, g_rbVertices_Buffer[_557.g_cbMainArray._aMain[_548]._Indices._uiPositionsBufferIndex].g_rbVertices[_2434].z, 1.0);
    vec4 _2504 = g_rbObjects_Buffer[_557.g_cbMainArray._aMain[_548]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _2503;
    vec3 _2505 = _2504.xyz;
    vec2 _2642 = in_uv0 * vec2(0.07999999821186065673828125);
    vec4 _2643 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_557.g_cbMainArray._aMain[_548]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _2642, 0.0);
    vec3 _2645 = _2643.xyz;
    vec3 _5943 = _5965;
    _5943.x = in_color.x;
    vec3 _5946 = _5943;
    _5946.y = in_color.y;
    vec3 _5949 = _5946;
    _5949.z = in_color.z;
    vec3 _2657 = _2645 * _5949;
    vec3 _2680 = _2505 + _2657;
    float _2745 = _2680.x;
    float _2746 = _2680.y;
    float _2747 = _2680.z;
    vec4 _2748 = vec4(_2745, _2746, _2747, 1.0);
    vec4 _2749 = _754.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _2748;
    vec4 _2765 = _754.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _2748;
    vec4 _5962;
    if (_754.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _2780 = _2765.w;
        vec4 _5963;
        if ((_2765.z / _2780) > 1.0)
        {
            vec4 _5964;
            if (_2749.z > _754.g_cbPass._fNearPlane)
            {
                vec4 _5957 = _2765;
                _5957.z = _2780;
                _5964 = _5957;
            }
            else
            {
                _5964 = _2765;
            }
            _5963 = _5964;
        }
        else
        {
            _5963 = _2765;
        }
        _5962 = _5963;
    }
    else
    {
        _5962 = _2765;
    }
    interp_instanceID = float(_547) + 0.5;
    float _2314 = _2749.x;
    float _2315 = _2749.y;
    float _2316 = _2749.z;
    vec4 _2317 = vec4(_2314, _2315, _2316, 1.0);
    float _2318 = dot(_754.g_cbPass._vfVsClippingPlane[0], _2317);
    float _2319 = -_2318;
    gl_ClipDistance[0] = _2319;
    gl_Position = _5962;
}

