
// 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_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 = 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;
} _909;

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;
} _1122;

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;

void main()
{
    int _899 = gl_InstanceIndex + gl_DrawIDARB;
    int _900 = readFirstInvocationARB(_899);
    uint _2786 = uint(gl_VertexIndex);
    uint _2789 = _2786 + _909.g_cbMainArray._aMain[_900]._Indices._uiPositionOffset;
    uint _2809 = _2786 + _909.g_cbMainArray._aMain[_900]._Indices._uiNormalOffset;
    int _2838 = g_rbTBNs_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2809]._iNormal & 1023;
    int _2841 = (g_rbTBNs_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2809]._iNormal >> 10) & 1023;
    int _2844 = (g_rbTBNs_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2809]._iNormal >> 20) & 1023;
    int _7118;
    if (_2838 > 512)
    {
        _7118 = _2838 | (-1024);
    }
    else
    {
        _7118 = _2838;
    }
    int _7120;
    if (_2841 > 512)
    {
        _7120 = _2841 | (-1024);
    }
    else
    {
        _7120 = _2841;
    }
    int _7122;
    if (_2844 > 512)
    {
        _7122 = _2844 | (-1024);
    }
    else
    {
        _7122 = _2844;
    }
    float _2887 = float(_7118);
    float _2890 = float(_7120);
    float _2893 = float(_7122);
    vec3 _2894 = vec3(_2887, _2890, _2893);
    vec3 _2897 = _2894 * vec3(0.001956947147846221923828125);
    vec4 _3026 = vec4(g_rbVertices_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiPositionsBufferIndex].g_rbVertices[_2789].x, g_rbVertices_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiPositionsBufferIndex].g_rbVertices[_2789].y, g_rbVertices_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiPositionsBufferIndex].g_rbVertices[_2789].z, 1.0);
    vec4 _3027 = g_rbObjects_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3026;
    vec3 _3028 = _3027.xyz;
    mat3 _3185 = mat3(g_rbObjects_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3188 = _3185 * _2897;
    vec2 _3315 = vec2(g_rbMaterials_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, 0.0);
    vec2 _3316 = in_uv0.zw + _3315;
    vec4 _3317 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_909.g_cbMainArray._aMain[_900]._Indices._uiMaterialIndex].g_rbMaterials[0].s2], _3316, 0.0);
    vec3 _3321 = _3317.xxx;
    vec3 _3326 = _3321 * _3188;
    vec3 _3330 = in_color.xyz * _3326;
    vec3 _3334 = _3330 * vec3(0.0500000007450580596923828125);
    vec3 _3357 = _3028 + _3334;
    float _3422 = _3357.x;
    float _3423 = _3357.y;
    float _3424 = _3357.z;
    vec4 _3425 = vec4(_3422, _3423, _3424, 1.0);
    vec4 _3426 = _1122.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _3425;
    vec4 _3442 = _1122.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _3425;
    vec4 _7128;
    if (_1122.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3457 = _3442.w;
        vec4 _7129;
        if ((_3442.z / _3457) > 1.0)
        {
            vec4 _7130;
            if (_3426.z > _1122.g_cbPass._fNearPlane)
            {
                vec4 _7111 = _3442;
                _7111.z = _3457;
                _7130 = _7111;
            }
            else
            {
                _7130 = _3442;
            }
            _7129 = _7130;
        }
        else
        {
            _7129 = _3442;
        }
        _7128 = _7129;
    }
    else
    {
        _7128 = _3442;
    }
    interp_instanceID = float(_899) + 0.5;
    float _2672 = _3426.x;
    float _2673 = _3426.y;
    float _2674 = _3426.z;
    vec4 _2675 = vec4(_2672, _2673, _2674, 1.0);
    float _2676 = dot(_1122.g_cbPass._vfVsClippingPlane[0], _2675);
    float _2677 = -_2676;
    gl_ClipDistance[0] = _2677;
    gl_Position = _7128;
}

