
// 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 unaligned_float3
{
    float x;
    float y;
    float z;
};

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 = 39, std430) readonly buffer g_rbVertices_Layout
{
    unaligned_float3 g_rbVertices[];
} g_rbVertices_Buffer[];

layout(set = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _1136;

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;
} _1332;

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

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

vec3 _8862;

void main()
{
    int _1126 = gl_InstanceIndex + gl_DrawIDARB;
    int _1127 = readFirstInvocationARB(_1126);
    uint _2995 = uint(gl_VertexIndex);
    uint _2998 = _2995 + _1136.g_cbMainArray._aMain[_1127]._Indices._uiPositionOffset;
    vec4 _3011 = vec4(g_rbVertices_Buffer[_1136.g_cbMainArray._aMain[_1127]._Indices._uiPositionsBufferIndex].g_rbVertices[_2998].x, g_rbVertices_Buffer[_1136.g_cbMainArray._aMain[_1127]._Indices._uiPositionsBufferIndex].g_rbVertices[_2998].y, g_rbVertices_Buffer[_1136.g_cbMainArray._aMain[_1127]._Indices._uiPositionsBufferIndex].g_rbVertices[_2998].z, 1.0);
    vec3 _3196 = _3011.xyz;
    vec4 _3551 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1136.g_cbMainArray._aMain[_1127]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], in_uv0.zw, 0.0);
    float _3553 = _3551.y;
    float _3565 = _3553 * 0.999989986419677734375;
    float _3566 = clamp(_3565, 0.0, 1.0);
    float _3567 = mix(0.0, g_rbMaterials_Buffer[_1136.g_cbMainArray._aMain[_1127]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, _3566);
    vec3 _3569 = vec3(_3567);
    float _3577 = _3551.z;
    float _3589 = _3577 * 0.999989986419677734375;
    float _3590 = clamp(_3589, 0.0, 1.0);
    float _3591 = mix(0.0, g_rbMaterials_Buffer[_1136.g_cbMainArray._aMain[_1127]._Indices._uiMaterialIndex].g_rbMaterials[0].c1, _3590);
    vec3 _3593 = vec3(_3591);
    float _3601 = _3551.x;
    float _3613 = _3601 * 0.999989986419677734375;
    float _3614 = clamp(_3613, 0.0, 1.0);
    float _3615 = mix(0.0, g_rbMaterials_Buffer[_1136.g_cbMainArray._aMain[_1127]._Indices._uiMaterialIndex].g_rbMaterials[0].c2, _3614);
    vec3 _3617 = vec3(_3615);
    vec3 _3626 = _3593 + _3617;
    vec3 _3630 = _3569 + _3626;
    vec3 _8819 = _8862;
    _8819.x = in_color.w;
    vec3 _8822 = _8819;
    _8822.y = in_color.w;
    vec3 _8825 = _8822;
    _8825.z = in_color.w;
    vec3 _3643 = _3630 * _8825;
    vec3 _3647 = _3643 * vec3(0.0, -1.0, 0.0);
    vec3 _3671 = _3196 + _3647;
    float _3774 = _3671.x;
    float _3775 = _3671.y;
    float _3776 = _3671.z;
    vec4 _3777 = vec4(_3774, _3775, _3776, 1.0);
    vec4 _3778 = g_rbObjects_Buffer[_1136.g_cbMainArray._aMain[_1127]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3777;
    vec3 _3779 = _3778.xyz;
    vec2 _3872 = _3778.xz;
    vec2 _3877 = _3872 * vec2(0.20000000298023223876953125, -0.20000000298023223876953125);
    vec4 _3878 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1136.g_cbMainArray._aMain[_1127]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], _3877, 0.0);
    float _3880 = _3878.y;
    float _3890 = _3880 * 0.999989986419677734375;
    float _3891 = clamp(_3890, 0.0, 1.0);
    float _3892 = mix(0.0, 0.60902297496795654296875, _3891);
    vec3 _3894 = vec3(_3892);
    vec3 _3906 = _3894 * _8825;
    vec3 _3910 = _3906 * vec3(0.0, 0.5, 0.0);
    vec3 _3933 = _3779 + _3910;
    float _3998 = _3933.x;
    float _3999 = _3933.y;
    float _4000 = _3933.z;
    vec4 _4001 = vec4(_3998, _3999, _4000, 1.0);
    vec4 _4002 = _1332.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4001;
    vec4 _4018 = _1332.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4001;
    vec4 _8858;
    if (_1332.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4033 = _4018.w;
        vec4 _8859;
        if ((_4018.z / _4033) > 1.0)
        {
            vec4 _8860;
            if (_4002.z > _1332.g_cbPass._fNearPlane)
            {
                vec4 _8845 = _4018;
                _8845.z = _4033;
                _8860 = _8845;
            }
            else
            {
                _8860 = _4018;
            }
            _8859 = _8860;
        }
        else
        {
            _8859 = _4018;
        }
        _8858 = _8859;
    }
    else
    {
        _8858 = _4018;
    }
    interp_instanceID = float(_1126) + 0.5;
    float _2881 = _4002.x;
    float _2882 = _4002.y;
    float _2883 = _4002.z;
    vec4 _2884 = vec4(_2881, _2882, _2883, 1.0);
    float _2885 = dot(_1332.g_cbPass._vfVsClippingPlane[0], _2884);
    float _2886 = -_2885;
    gl_ClipDistance[0] = _2886;
    gl_Position = _8858;
}

