
// 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;
    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 = 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;
} _966;

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;
} _1179;

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

layout(location = 8) in vec2 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 _956 = gl_InstanceIndex + gl_DrawIDARB;
    int _957 = readFirstInvocationARB(_956);
    uint _2845 = uint(gl_VertexIndex);
    uint _2848 = _2845 + _966.g_cbMainArray._aMain[_957]._Indices._uiPositionOffset;
    uint _2868 = _2845 + _966.g_cbMainArray._aMain[_957]._Indices._uiNormalOffset;
    int _2897 = g_rbTBNs_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2868]._iNormal & 1023;
    int _2900 = (g_rbTBNs_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2868]._iNormal >> 10) & 1023;
    int _2903 = (g_rbTBNs_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2868]._iNormal >> 20) & 1023;
    int _7084;
    if (_2897 > 512)
    {
        _7084 = _2897 | (-1024);
    }
    else
    {
        _7084 = _2897;
    }
    int _7086;
    if (_2900 > 512)
    {
        _7086 = _2900 | (-1024);
    }
    else
    {
        _7086 = _2900;
    }
    int _7088;
    if (_2903 > 512)
    {
        _7088 = _2903 | (-1024);
    }
    else
    {
        _7088 = _2903;
    }
    vec3 _2956 = vec3(float(_7084), float(_7086), float(_7088)) * vec3(0.001956947147846221923828125);
    int _2965 = g_rbTBNs_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2868]._iTangent & 1023;
    int _2968 = (g_rbTBNs_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2868]._iTangent >> 10) & 1023;
    int _2971 = (g_rbTBNs_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2868]._iTangent >> 20) & 1023;
    int _7090;
    if (_2965 > 512)
    {
        _7090 = _2965 | (-1024);
    }
    else
    {
        _7090 = _2965;
    }
    int _7092;
    if (_2968 > 512)
    {
        _7092 = _2968 | (-1024);
    }
    else
    {
        _7092 = _2968;
    }
    int _7094;
    if (_2971 > 512)
    {
        _7094 = _2971 | (-1024);
    }
    else
    {
        _7094 = _2971;
    }
    float _3029 = float((g_rbTBNs_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2868]._iTangent >> 30) != 0);
    vec4 _3079 = vec4(g_rbVertices_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiPositionsBufferIndex].g_rbVertices[_2848].x, g_rbVertices_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiPositionsBufferIndex].g_rbVertices[_2848].y, g_rbVertices_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiPositionsBufferIndex].g_rbVertices[_2848].z, 1.0);
    vec4 _3080 = g_rbObjects_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3079;
    vec3 _3081 = _3080.xyz;
    vec3 _3152 = vec4(vec3(float(_7090), float(_7092), float(_7094)) * vec3(0.001956947147846221923828125), _3029).xyz;
    float _3358 = cos(0.0);
    float _3360 = sin(0.0);
    float _3363 = -_3360;
    vec2 _3366 = vec2(_3358, _3360);
    vec2 _3367 = vec2(_3363, _3358);
    mat2 _3368 = mat2(_3366, _3367);
    vec2 _3371 = _3080.xz;
    vec2 _3372 = _3371 * vec2(1.0, -1.0);
    vec2 _3384 = _3372 * _3368;
    vec2 _3390 = _3384 * vec2(0.0199999995529651641845703125);
    vec2 _3393 = vec2(g_rbMaterials_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiMaterialIndex].g_rbMaterials[0].c0);
    vec2 _3394 = _3390 + _3393;
    vec4 _3395 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], _3394, 0.0);
    vec3 _3399 = _3395.xxx;
    vec4 _3406 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_966.g_cbMainArray._aMain[_957]._Indices._uiMaterialIndex].g_rbMaterials[0].s2], in_uv0, 0.0);
    vec3 _3411 = _3406.xxx;
    vec3 _3412 = _3411 * vec3(0.0488249994814395904541015625);
    vec3 _3416 = _3412.xyz;
    vec3 _3419 = _3399 * _3416;
    vec3 _3442 = _3081 + _3419;
    float _3507 = _3442.x;
    float _3508 = _3442.y;
    float _3509 = _3442.z;
    vec4 _3510 = vec4(_3507, _3508, _3509, 1.0);
    vec4 _3511 = _1179.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _3510;
    vec4 _3527 = _1179.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _3510;
    vec4 _7103;
    if (_1179.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3542 = _3527.w;
        vec4 _7104;
        if ((_3527.z / _3542) > 1.0)
        {
            vec4 _7105;
            if (_3511.z > _1179.g_cbPass._fNearPlane)
            {
                vec4 _7076 = _3527;
                _7076.z = _3542;
                _7105 = _7076;
            }
            else
            {
                _7105 = _3527;
            }
            _7104 = _7105;
        }
        else
        {
            _7104 = _3527;
        }
        _7103 = _7104;
    }
    else
    {
        _7103 = _3527;
    }
    interp_instanceID = float(_956) + 0.5;
    float _2731 = _3511.x;
    float _2732 = _3511.y;
    float _2733 = _3511.z;
    vec4 _2734 = vec4(_2731, _2732, _2733, 1.0);
    float _2735 = dot(_1179.g_cbPass._vfVsClippingPlane[0], _2734);
    float _2736 = -_2735;
    gl_ClipDistance[0] = _2736;
    interp_uv0 = in_uv0;
    interp_vfVsPosition = _3511.xyz;
    interp_vfVsTangent = mat3(_170.g_rbMatrices[_966.g_cbMainArray._aMain[_957]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_966.g_cbMainArray._aMain[_957]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_966.g_cbMainArray._aMain[_957]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _3152;
    interp_vfVsBinormal = mat3(_170.g_rbMatrices[_966.g_cbMainArray._aMain[_957]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_966.g_cbMainArray._aMain[_957]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_966.g_cbMainArray._aMain[_957]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_2956, _3152) * ((_3029 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_170.g_rbMatrices[_966.g_cbMainArray._aMain[_957]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_966.g_cbMainArray._aMain[_957]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_966.g_cbMainArray._aMain[_957]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2956;
    gl_Position = _7103;
}

