
// 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_SPEEDTREE_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];
    uint _uiPadding[2];
    vec4 _vTreeRotation;
    vec4 _vWindGlobal;
    vec4 _vWindVector;
    vec4 _vWindBranchAdherences;
    vec4 _vWindBranch;
    vec4 _vWindBranchTwitch;
    vec4 _vWindBranchWhipTurbulences;
    vec4 _vWindFrondRipple;
    vec4 _vWindLeaf1Ripple;
    vec4 _vWindLeaf1Tumble;
    vec4 _vWindLeaf1Twitch;
    vec4 _vWindLeaf2Ripple;
    vec4 _vWindLeaf2Tumble;
    vec4 _vWindLeaf2Twitch;
    vec4 _vAnchorAllTime;
    vec4 _vRollingBranch;
    vec4 _vRollingLeafOffset;
    vec4 _vRollingNoise;
    uint _uiLOD;
    uint _uiSmooth;
    float _fLocalExposureCompensation;
    float _fLocalExposureCompensationEV100;
    vec4 _vWindGlobalLast;
    vec4 _vWindBranchLast;
    vec4 _vWindFrondRippleLast;
    vec4 _vWindLeaf1RippleLast;
    vec4 _vWindLeaf1TumbleLast;
    vec4 _vWindLeaf1TwitchLast;
    vec4 _vWindLeaf2RippleLast;
    vec4 _vWindLeaf2TumbleLast;
    vec4 _vAnchorAllTimeLast;
};

struct S_MATERIAL
{
    vec4 _vErrorColor;
    float _fDepthBias;
    float _fDummy0;
    float _fDummy1;
    float _fDummy2;
    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[];
} _459;

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;
} _3439;

layout(set = 1, binding = 33, std430) readonly buffer g_rbObjects_Layout
{
    S_SPEEDTREE_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;
} _3697;

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

layout(location = 8) in vec2 in_uv0;
layout(location = 10) in vec4 in_lodPosition;
layout(location = 11) in vec4 in_windBranchData;
layout(location = 12) in vec4 in_windExtraDataFlag;
layout(location = 13) in vec4 in_LeafAnchorHint;
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;

vec3 _11855;

void main()
{
    int _3429 = gl_InstanceIndex + gl_DrawIDARB;
    int _3430 = readFirstInvocationARB(_3429);
    uint _5714 = uint(gl_VertexIndex);
    uint _5717 = _5714 + _3439.g_cbMainArray._aMain[_3430]._Indices._uiPositionOffset;
    uint _5737 = _5714 + _3439.g_cbMainArray._aMain[_3430]._Indices._uiNormalOffset;
    int _5766 = g_rbTBNs_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5737]._iNormal & 1023;
    int _5769 = (g_rbTBNs_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5737]._iNormal >> 10) & 1023;
    int _5772 = (g_rbTBNs_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5737]._iNormal >> 20) & 1023;
    int _11833;
    if (_5766 > 512)
    {
        _11833 = _5766 | (-1024);
    }
    else
    {
        _11833 = _5766;
    }
    int _11835;
    if (_5769 > 512)
    {
        _11835 = _5769 | (-1024);
    }
    else
    {
        _11835 = _5769;
    }
    int _11837;
    if (_5772 > 512)
    {
        _11837 = _5772 | (-1024);
    }
    else
    {
        _11837 = _5772;
    }
    vec3 _5825 = vec3(float(_11833), float(_11835), float(_11837)) * vec3(0.001956947147846221923828125);
    int _5834 = g_rbTBNs_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5737]._iTangent & 1023;
    int _5837 = (g_rbTBNs_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5737]._iTangent >> 10) & 1023;
    int _5840 = (g_rbTBNs_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5737]._iTangent >> 20) & 1023;
    int _11839;
    if (_5834 > 512)
    {
        _11839 = _5834 | (-1024);
    }
    else
    {
        _11839 = _5834;
    }
    int _11841;
    if (_5837 > 512)
    {
        _11841 = _5837 | (-1024);
    }
    else
    {
        _11841 = _5837;
    }
    int _11843;
    if (_5840 > 512)
    {
        _11843 = _5840 | (-1024);
    }
    else
    {
        _11843 = _5840;
    }
    float _5898 = float((g_rbTBNs_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiNormalsBufferIndex].g_rbTBNs[_5737]._iTangent >> 30) != 0);
    vec3 _6029 = vec4(vec3(float(_11839), float(_11841), float(_11843)) * vec3(0.001956947147846221923828125), _5898).xyz;
    vec4 _6702 = vec4(g_rbVertices_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiPositionsBufferIndex].g_rbVertices[_5717].x, g_rbVertices_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiPositionsBufferIndex].g_rbVertices[_5717].y, g_rbVertices_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiPositionsBufferIndex].g_rbVertices[_5717].z, 1.0);
    vec4 _6703 = g_rbObjects_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _6702;
    vec3 _6704 = _6703.xyz;
    float _6842 = mix(0.0, 0.800000011920928955078125, clamp(textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_3439.g_cbMainArray._aMain[_3430]._Indices._uiMaterialIndex].g_rbMaterials[0].s1], in_uv0 * vec2(0.100000001490116119384765625), 0.0).y * 0.999989986419677734375, 0.0, 1.0));
    vec3 _11808 = _11855;
    _11808.x = _6842;
    vec3 _11810 = _11808;
    _11810.y = _6842;
    vec3 _11812 = _11810;
    _11812.z = _6842;
    vec3 _6851 = _11812 * vec3(0.100000001490116119384765625, 0.100000001490116119384765625, -1.60000002384185791015625);
    vec3 _6863 = _6704 + _6851;
    float _6899 = _6863.x;
    float _6900 = _6863.y;
    float _6901 = _6863.z;
    vec4 _6902 = vec4(_6899, _6900, _6901, 1.0);
    vec4 _6903 = _3697.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _6902;
    vec4 _6919 = _3697.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _6902;
    vec4 _11852;
    if (_3697.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _6974 = _6919.w;
        vec4 _11853;
        if ((_6919.z / _6974) > 1.0)
        {
            vec4 _11854;
            if (_6903.z > _3697.g_cbPass._fNearPlane)
            {
                vec4 _11820 = _6919;
                _11820.z = _6974;
                _11854 = _11820;
            }
            else
            {
                _11854 = _6919;
            }
            _11853 = _11854;
        }
        else
        {
            _11853 = _6919;
        }
        _11852 = _11853;
    }
    else
    {
        _11852 = _6919;
    }
    interp_instanceID = float(_3429) + 0.5;
    float _5600 = _6903.x;
    float _5601 = _6903.y;
    float _5602 = _6903.z;
    vec4 _5603 = vec4(_5600, _5601, _5602, 1.0);
    float _5604 = dot(_3697.g_cbPass._vfVsClippingPlane[0], _5603);
    float _5605 = -_5604;
    gl_ClipDistance[0] = _5605;
    interp_uv0 = in_uv0;
    interp_vfVsPosition = _6903.xyz;
    interp_vfVsTangent = mat3(_459.g_rbMatrices[_3439.g_cbMainArray._aMain[_3430]._Indices._uiMatricesIndex]._mModelView[0].xyz, _459.g_rbMatrices[_3439.g_cbMainArray._aMain[_3430]._Indices._uiMatricesIndex]._mModelView[1].xyz, _459.g_rbMatrices[_3439.g_cbMainArray._aMain[_3430]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _6029;
    interp_vfVsBinormal = mat3(_459.g_rbMatrices[_3439.g_cbMainArray._aMain[_3430]._Indices._uiMatricesIndex]._mModelView[0].xyz, _459.g_rbMatrices[_3439.g_cbMainArray._aMain[_3430]._Indices._uiMatricesIndex]._mModelView[1].xyz, _459.g_rbMatrices[_3439.g_cbMainArray._aMain[_3430]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_5825, _6029) * ((_5898 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_459.g_rbMatrices[_3439.g_cbMainArray._aMain[_3430]._Indices._uiMatricesIndex]._mModelView[0].xyz, _459.g_rbMatrices[_3439.g_cbMainArray._aMain[_3430]._Indices._uiMatricesIndex]._mModelView[1].xyz, _459.g_rbMatrices[_3439.g_cbMainArray._aMain[_3430]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _5825;
    gl_Position = _11852;
}

