
// 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_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;
};

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[];
} _165;

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;
} _969;

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;
} _1230;

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

void main()
{
    int _959 = gl_InstanceIndex + gl_DrawIDARB;
    int _960 = readFirstInvocationARB(_959);
    uint _2892 = uint(gl_VertexIndex);
    uint _2895 = _2892 + _969.g_cbMainArray._aMain[_960]._Indices._uiPositionOffset;
    vec4 _2908 = vec4(g_rbVertices_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiPositionsBufferIndex].g_rbVertices[_2895].x, g_rbVertices_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiPositionsBufferIndex].g_rbVertices[_2895].y, g_rbVertices_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiPositionsBufferIndex].g_rbVertices[_2895].z, 1.0);
    uint _2915 = _2892 + _969.g_cbMainArray._aMain[_960]._Indices._uiNormalOffset;
    int _2944 = g_rbTBNs_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2915]._iNormal & 1023;
    int _2947 = (g_rbTBNs_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2915]._iNormal >> 10) & 1023;
    int _2950 = (g_rbTBNs_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2915]._iNormal >> 20) & 1023;
    int _7693;
    if (_2944 > 512)
    {
        _7693 = _2944 | (-1024);
    }
    else
    {
        _7693 = _2944;
    }
    int _7695;
    if (_2947 > 512)
    {
        _7695 = _2947 | (-1024);
    }
    else
    {
        _7695 = _2947;
    }
    int _7697;
    if (_2950 > 512)
    {
        _7697 = _2950 | (-1024);
    }
    else
    {
        _7697 = _2950;
    }
    float _2993 = float(_7693);
    float _2996 = float(_7695);
    float _2999 = float(_7697);
    vec3 _3000 = vec3(_2993, _2996, _2999);
    vec3 _3003 = _3000 * vec3(0.001956947147846221923828125);
    vec3 _3093 = _2908.xyz;
    mat3 _3287 = mat3(g_rbObjects_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3290 = _3287 * _3003;
    vec3 _3453 = vec3(in_color.x);
    vec3 _3454 = mix(vec3(1.0), vec3(0.0), _3453);
    vec3 _3462 = vec3(g_rbMaterials_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiMaterialIndex].g_rbMaterials[0].c0);
    vec3 _3463 = mix(vec3(0.0), vec3(0.00350999995134770870208740234375), _3462);
    vec3 _3467 = clamp(_3463, vec3(0.0), vec3(1.0));
    vec3 _3520 = _3467 * _3290;
    vec3 _3524 = _3454 * _3520;
    vec3 _3532 = vec3(g_rbMaterialInstances_Buffer[_969.g_cbMainArray._aMain[_960]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3533 = mix(_3524, vec3(0.0), _3532);
    vec3 _3557 = _3093 + _3533;
    float _3683 = _3557.x;
    float _3684 = _3557.y;
    float _3685 = _3557.z;
    vec4 _3686 = vec4(_3683, _3684, _3685, 1.0);
    vec4 _3687 = _165.g_rbMatrices[_969.g_cbMainArray._aMain[_960]._Indices._uiMatricesIndex]._mModelView * _3686;
    vec4 _3706 = _165.g_rbMatrices[_969.g_cbMainArray._aMain[_960]._Indices._uiMatricesIndex]._mModelViewProj * _3686;
    vec4 _7703;
    if (_1230.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3740 = _3706.w;
        vec4 _7704;
        if ((_3706.z / _3740) > 1.0)
        {
            vec4 _7705;
            if (_3687.z > _1230.g_cbPass._fNearPlane)
            {
                vec4 _7683 = _3706;
                _7683.z = _3740;
                _7705 = _7683;
            }
            else
            {
                _7705 = _3706;
            }
            _7704 = _7705;
        }
        else
        {
            _7704 = _3706;
        }
        _7703 = _7704;
    }
    else
    {
        _7703 = _3706;
    }
    interp_instanceID = float(_959) + 0.5;
    float _2778 = _3687.x;
    float _2779 = _3687.y;
    float _2780 = _3687.z;
    vec4 _2781 = vec4(_2778, _2779, _2780, 1.0);
    float _2782 = dot(_1230.g_cbPass._vfVsClippingPlane[0], _2781);
    float _2783 = -_2782;
    gl_ClipDistance[0] = _2783;
    gl_Position = _7703;
}

