
// 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;
} _916;

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;
} _1113;

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 _906 = gl_InstanceIndex + gl_DrawIDARB;
    int _907 = readFirstInvocationARB(_906);
    uint _2778 = uint(gl_VertexIndex);
    uint _2781 = _2778 + _916.g_cbMainArray._aMain[_907]._Indices._uiPositionOffset;
    uint _2801 = _2778 + _916.g_cbMainArray._aMain[_907]._Indices._uiNormalOffset;
    int _2830 = g_rbTBNs_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2801]._iNormal & 1023;
    int _2833 = (g_rbTBNs_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2801]._iNormal >> 10) & 1023;
    int _2836 = (g_rbTBNs_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2801]._iNormal >> 20) & 1023;
    int _7008;
    if (_2830 > 512)
    {
        _7008 = _2830 | (-1024);
    }
    else
    {
        _7008 = _2830;
    }
    int _7010;
    if (_2833 > 512)
    {
        _7010 = _2833 | (-1024);
    }
    else
    {
        _7010 = _2833;
    }
    int _7012;
    if (_2836 > 512)
    {
        _7012 = _2836 | (-1024);
    }
    else
    {
        _7012 = _2836;
    }
    float _2879 = float(_7008);
    float _2882 = float(_7010);
    float _2885 = float(_7012);
    vec3 _2886 = vec3(_2879, _2882, _2885);
    vec3 _2889 = _2886 * vec3(0.001956947147846221923828125);
    int _2898 = g_rbTBNs_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2801]._iTangent & 1023;
    int _2901 = (g_rbTBNs_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2801]._iTangent >> 10) & 1023;
    int _2904 = (g_rbTBNs_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2801]._iTangent >> 20) & 1023;
    int _7014;
    if (_2898 > 512)
    {
        _7014 = _2898 | (-1024);
    }
    else
    {
        _7014 = _2898;
    }
    int _7016;
    if (_2901 > 512)
    {
        _7016 = _2901 | (-1024);
    }
    else
    {
        _7016 = _2901;
    }
    int _7018;
    if (_2904 > 512)
    {
        _7018 = _2904 | (-1024);
    }
    else
    {
        _7018 = _2904;
    }
    float _2962 = float((g_rbTBNs_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2801]._iTangent >> 30) != 0);
    vec4 _3016 = vec4(g_rbVertices_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiPositionsBufferIndex].g_rbVertices[_2781].x, g_rbVertices_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiPositionsBufferIndex].g_rbVertices[_2781].y, g_rbVertices_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiPositionsBufferIndex].g_rbVertices[_2781].z, 1.0);
    vec4 _3017 = g_rbObjects_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3016;
    vec3 _3018 = _3017.xyz;
    vec3 _3089 = vec4(vec3(float(_7014), float(_7016), float(_7018)) * vec3(0.001956947147846221923828125), _2962).xyz;
    mat3 _3175 = mat3(g_rbObjects_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3178 = _3175 * _2889;
    vec2 _3290 = vec2(g_rbMaterials_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, 0.0);
    vec2 _3291 = in_uv0.zw + _3290;
    vec4 _3292 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_916.g_cbMainArray._aMain[_907]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _3291, 0.0);
    vec3 _3296 = _3292.xxx;
    vec3 _3301 = _3296 * _3178;
    vec3 _3305 = _3301 * vec3(0.0030000000260770320892333984375, 0.00999999977648258209228515625, 0.0030000000260770320892333984375);
    vec3 _3328 = _3018 + _3305;
    float _3393 = _3328.x;
    float _3394 = _3328.y;
    float _3395 = _3328.z;
    vec4 _3396 = vec4(_3393, _3394, _3395, 1.0);
    vec4 _3397 = _1113.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _3396;
    vec4 _3413 = _1113.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _3396;
    vec4 _7027;
    if (_1113.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3428 = _3413.w;
        vec4 _7028;
        if ((_3413.z / _3428) > 1.0)
        {
            vec4 _7029;
            if (_3397.z > _1113.g_cbPass._fNearPlane)
            {
                vec4 _7001 = _3413;
                _7001.z = _3428;
                _7029 = _7001;
            }
            else
            {
                _7029 = _3413;
            }
            _7028 = _7029;
        }
        else
        {
            _7028 = _3413;
        }
        _7027 = _7028;
    }
    else
    {
        _7027 = _3413;
    }
    interp_instanceID = float(_906) + 0.5;
    float _2664 = _3397.x;
    float _2665 = _3397.y;
    float _2666 = _3397.z;
    vec4 _2667 = vec4(_2664, _2665, _2666, 1.0);
    float _2668 = dot(_1113.g_cbPass._vfVsClippingPlane[0], _2667);
    float _2669 = -_2668;
    gl_ClipDistance[0] = _2669;
    interp_uv0 = in_uv0.xy;
    interp_vfVsPosition = _3397.xyz;
    interp_vfVsTangent = mat3(_170.g_rbMatrices[_916.g_cbMainArray._aMain[_907]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_916.g_cbMainArray._aMain[_907]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_916.g_cbMainArray._aMain[_907]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _3089;
    interp_vfVsBinormal = mat3(_170.g_rbMatrices[_916.g_cbMainArray._aMain[_907]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_916.g_cbMainArray._aMain[_907]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_916.g_cbMainArray._aMain[_907]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_2889, _3089) * ((_2962 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_170.g_rbMatrices[_916.g_cbMainArray._aMain[_907]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_916.g_cbMainArray._aMain[_907]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_916.g_cbMainArray._aMain[_907]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2889;
    gl_Position = _7027;
}

