#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_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;
};


// Vk3DVision (http://3dsurroundgaming.com/) - Stereo Injection
layout(set = 0, binding = 99, std140) uniform Vk3DParams
{
    vec4 stereo;
    vec4 custom_params;
}
 vk3d_params;

layout(set = 1, binding = 24, std430) readonly buffer stc_g_rbMatrices_Layout
{
    S_MATRICES g_rbMatrices[];
} _137;

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;
} _749;

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _919;

layout(location = 8) in vec4 in_uv0;
layout(location = 9) in vec4 in_uv1;
layout(location = 8) out vec4 interp_uv0;
layout(location = 9) out vec4 interp_uv1;
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 _739 = gl_InstanceIndex + gl_DrawIDARB;
    int _740 = readFirstInvocationARB(_739);
    uint _2202 = uint(gl_VertexIndex);
    uint _2205 = _2202 + _749.g_cbMainArray._aMain[_740]._Indices._uiPositionOffset;
    uint _2225 = _2202 + _749.g_cbMainArray._aMain[_740]._Indices._uiNormalOffset;
    int _2254 = g_rbTBNs_Buffer[_749.g_cbMainArray._aMain[_740]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2225]._iNormal & 1023;
    int _2257 = (g_rbTBNs_Buffer[_749.g_cbMainArray._aMain[_740]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2225]._iNormal >> 10) & 1023;
    int _2260 = (g_rbTBNs_Buffer[_749.g_cbMainArray._aMain[_740]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2225]._iNormal >> 20) & 1023;
    int _4950;
    if (_2254 > 512)
    {
        _4950 = _2254 | (-1024);
    }
    else
    {
        _4950 = _2254;
    }
    int _4952;
    if (_2257 > 512)
    {
        _4952 = _2257 | (-1024);
    }
    else
    {
        _4952 = _2257;
    }
    int _4954;
    if (_2260 > 512)
    {
        _4954 = _2260 | (-1024);
    }
    else
    {
        _4954 = _2260;
    }
    vec3 _2313 = vec3(float(_4950), float(_4952), float(_4954)) * vec3(0.001956947147846221923828125);
    int _2322 = g_rbTBNs_Buffer[_749.g_cbMainArray._aMain[_740]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2225]._iTangent & 1023;
    int _2325 = (g_rbTBNs_Buffer[_749.g_cbMainArray._aMain[_740]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2225]._iTangent >> 10) & 1023;
    int _2328 = (g_rbTBNs_Buffer[_749.g_cbMainArray._aMain[_740]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2225]._iTangent >> 20) & 1023;
    int _4956;
    if (_2322 > 512)
    {
        _4956 = _2322 | (-1024);
    }
    else
    {
        _4956 = _2322;
    }
    int _4958;
    if (_2325 > 512)
    {
        _4958 = _2325 | (-1024);
    }
    else
    {
        _4958 = _2325;
    }
    int _4960;
    if (_2328 > 512)
    {
        _4960 = _2328 | (-1024);
    }
    else
    {
        _4960 = _2328;
    }
    float _2386 = float((g_rbTBNs_Buffer[_749.g_cbMainArray._aMain[_740]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2225]._iTangent >> 30) != 0);
    vec4 _2469 = vec4(g_rbVertices_Buffer[_749.g_cbMainArray._aMain[_740]._Indices._uiPositionsBufferIndex].g_rbVertices[_2205].x, g_rbVertices_Buffer[_749.g_cbMainArray._aMain[_740]._Indices._uiPositionsBufferIndex].g_rbVertices[_2205].y, g_rbVertices_Buffer[_749.g_cbMainArray._aMain[_740]._Indices._uiPositionsBufferIndex].g_rbVertices[_2205].z, 1.0);
    vec4 _2470 = _137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelView * _2469;
    vec4 _2489 = _137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelViewProj * _2469;
    vec3 _2519 = vec4(vec3(float(_4956), float(_4958), float(_4960)) * vec3(0.001956947147846221923828125), _2386).xyz;
    vec4 _4969;
    if (_919.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _2672 = _2489.w;
        vec4 _4970;
        if ((_2489.z / _2672) > 1.0)
        {
            vec4 _4971;
            if (_2470.z > _919.g_cbPass._fNearPlane)
            {
                vec4 _4945 = _2489;
                _4945.z = _2672;
                _4971 = _4945;
            }
            else
            {
                _4971 = _2489;
            }
            _4970 = _4971;
        }
        else
        {
            _4970 = _2489;
        }
        _4969 = _4970;
    }
    else
    {
        _4969 = _2489;
    }
    interp_instanceID = float(_739) + 0.5;
    float _2086 = _2470.x;
    float _2087 = _2470.y;
    float _2088 = _2470.z;
    vec4 _2089 = vec4(_2086, _2087, _2088, 1.0);
    float _2090 = dot(_919.g_cbPass._vfVsClippingPlane[0], _2089);
    float _2091 = -_2090;
    gl_ClipDistance[0] = _2091;
    interp_uv0 = in_uv0;
    interp_uv1 = in_uv1;
    interp_vfVsPosition = _2470.xyz;
    interp_vfVsTangent = mat3(_137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelView[0].xyz, _137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelView[1].xyz, _137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2519;
    interp_vfVsBinormal = mat3(_137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelView[0].xyz, _137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelView[1].xyz, _137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_2313, _2519) * ((_2386 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelView[0].xyz, _137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelView[1].xyz, _137.g_rbMatrices[_749.g_cbMainArray._aMain[_740]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2313;
    gl_Position = _4969;


}


