
// 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;
    uint s0;
    uint s1;
    uint s2;
    uint s3;
};

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;
} _948;

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;
} _1145;

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

layout(location = 8) in vec4 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 _938 = gl_InstanceIndex + gl_DrawIDARB;
    int _939 = readFirstInvocationARB(_938);
    uint _2810 = uint(gl_VertexIndex);
    uint _2813 = _2810 + _948.g_cbMainArray._aMain[_939]._Indices._uiPositionOffset;
    uint _2833 = _2810 + _948.g_cbMainArray._aMain[_939]._Indices._uiNormalOffset;
    int _2862 = g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2833]._iNormal & 1023;
    int _2865 = (g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2833]._iNormal >> 10) & 1023;
    int _2868 = (g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2833]._iNormal >> 20) & 1023;
    int _7071;
    if (_2862 > 512)
    {
        _7071 = _2862 | (-1024);
    }
    else
    {
        _7071 = _2862;
    }
    int _7073;
    if (_2865 > 512)
    {
        _7073 = _2865 | (-1024);
    }
    else
    {
        _7073 = _2865;
    }
    int _7075;
    if (_2868 > 512)
    {
        _7075 = _2868 | (-1024);
    }
    else
    {
        _7075 = _2868;
    }
    float _2911 = float(_7071);
    float _2914 = float(_7073);
    float _2917 = float(_7075);
    vec3 _2918 = vec3(_2911, _2914, _2917);
    vec3 _2921 = _2918 * vec3(0.001956947147846221923828125);
    int _2930 = g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2833]._iTangent & 1023;
    int _2933 = (g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2833]._iTangent >> 10) & 1023;
    int _2936 = (g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2833]._iTangent >> 20) & 1023;
    int _7077;
    if (_2930 > 512)
    {
        _7077 = _2930 | (-1024);
    }
    else
    {
        _7077 = _2930;
    }
    int _7079;
    if (_2933 > 512)
    {
        _7079 = _2933 | (-1024);
    }
    else
    {
        _7079 = _2933;
    }
    int _7081;
    if (_2936 > 512)
    {
        _7081 = _2936 | (-1024);
    }
    else
    {
        _7081 = _2936;
    }
    float _2994 = float((g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2833]._iTangent >> 30) != 0);
    vec4 _3048 = vec4(g_rbVertices_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiPositionsBufferIndex].g_rbVertices[_2813].x, g_rbVertices_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiPositionsBufferIndex].g_rbVertices[_2813].y, g_rbVertices_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiPositionsBufferIndex].g_rbVertices[_2813].z, 1.0);
    vec4 _3049 = g_rbObjects_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3048;
    vec3 _3050 = _3049.xyz;
    vec3 _3121 = vec4(vec3(float(_7077), float(_7079), float(_7081)) * vec3(0.001956947147846221923828125), _2994).xyz;
    mat3 _3207 = mat3(g_rbObjects_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3210 = _3207 * _2921;
    vec3 _3334 = vec3(in_uv0.y);
    vec3 _3335 = mix(vec3(0.0), vec3(1.0), _3334);
    vec2 _3348 = vec2(g_rbMaterials_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, 0.0);
    vec2 _3349 = in_uv0.zw + _3348;
    vec4 _3350 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _3349, 0.0);
    vec3 _3354 = _3350.xxx;
    vec3 _3359 = _3354 * _3210;
    vec3 _3363 = _3335 * _3359;
    vec3 _3367 = _3363 * vec3(0.00999999977648258209228515625, 0.02999999932944774627685546875, 0.00999999977648258209228515625);
    vec3 _3390 = _3050 + _3367;
    float _3455 = _3390.x;
    float _3456 = _3390.y;
    float _3457 = _3390.z;
    vec4 _3458 = vec4(_3455, _3456, _3457, 1.0);
    vec4 _3459 = _1145.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _3458;
    vec4 _3475 = _1145.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _3458;
    vec4 _7090;
    if (_1145.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3490 = _3475.w;
        vec4 _7091;
        if ((_3475.z / _3490) > 1.0)
        {
            vec4 _7092;
            if (_3459.z > _1145.g_cbPass._fNearPlane)
            {
                vec4 _7064 = _3475;
                _7064.z = _3490;
                _7092 = _7064;
            }
            else
            {
                _7092 = _3475;
            }
            _7091 = _7092;
        }
        else
        {
            _7091 = _3475;
        }
        _7090 = _7091;
    }
    else
    {
        _7090 = _3475;
    }
    interp_instanceID = float(_938) + 0.5;
    float _2696 = _3459.x;
    float _2697 = _3459.y;
    float _2698 = _3459.z;
    vec4 _2699 = vec4(_2696, _2697, _2698, 1.0);
    float _2700 = dot(_1145.g_cbPass._vfVsClippingPlane[0], _2699);
    float _2701 = -_2700;
    gl_ClipDistance[0] = _2701;
    interp_uv0 = in_uv0.xy;
    interp_vfVsPosition = _3459.xyz;
    interp_vfVsTangent = mat3(_170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _3121;
    interp_vfVsBinormal = mat3(_170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_2921, _3121) * ((_2994 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2921;
    gl_Position = _7090;
}

