
// 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;
    float c4;
    float c5;
    float c6;
    float c7;
    uint s0;
    uint s1;
    uint s2;
    uint s3;
    uint s4;
    uint s5;
    uint s6;
    uint s7;
    uint s8;
    uint s9;
    uint s10;
    uint s11;
    uint s12;
    uint s13;
    uint s14;
    uint s15;
    uint s16;
    uint s17;
    uint s18;
    uint s19;
    uint s20;
    uint s21;
    uint s22;
    uint s23;
};

struct S_MATERIAL_INSTANCE
{
    float c0;
    float c1;
    float c2;
    float c3;
    float c4;
    float c5;
    float c6;
    float c7;
    float c8;
    float c9;
    float c10;
    float c11;
    float _fGloubiboulga;
};

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;
} _1259;

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 = 1, binding = 35, std430) readonly buffer g_rbMaterialInstances_Layout
{
    S_MATERIAL_INSTANCE g_rbMaterialInstances[];
} g_rbMaterialInstances_Buffer[];

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _1602;

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

layout(location = 8) in vec2 in_uv0;
layout(location = 23) out float interp_instanceID;

vec3 _8081;

void main()
{
    int _1249 = gl_InstanceIndex + gl_DrawIDARB;
    int _1250 = readFirstInvocationARB(_1249);
    uint _3253 = uint(gl_VertexIndex);
    uint _3256 = _3253 + _1259.g_cbMainArray._aMain[_1250]._Indices._uiPositionOffset;
    uint _3276 = _3253 + _1259.g_cbMainArray._aMain[_1250]._Indices._uiNormalOffset;
    int _3305 = g_rbTBNs_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3276]._iNormal & 1023;
    int _3308 = (g_rbTBNs_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3276]._iNormal >> 10) & 1023;
    int _3311 = (g_rbTBNs_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3276]._iNormal >> 20) & 1023;
    int _8068;
    if (_3305 > 512)
    {
        _8068 = _3305 | (-1024);
    }
    else
    {
        _8068 = _3305;
    }
    int _8070;
    if (_3308 > 512)
    {
        _8070 = _3308 | (-1024);
    }
    else
    {
        _8070 = _3308;
    }
    int _8072;
    if (_3311 > 512)
    {
        _8072 = _3311 | (-1024);
    }
    else
    {
        _8072 = _3311;
    }
    float _3354 = float(_8068);
    float _3357 = float(_8070);
    float _3360 = float(_8072);
    vec3 _3361 = vec3(_3354, _3357, _3360);
    vec3 _3364 = _3361 * vec3(0.001956947147846221923828125);
    vec4 _3487 = vec4(g_rbVertices_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiPositionsBufferIndex].g_rbVertices[_3256].x, g_rbVertices_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiPositionsBufferIndex].g_rbVertices[_3256].y, g_rbVertices_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiPositionsBufferIndex].g_rbVertices[_3256].z, 1.0);
    vec4 _3488 = g_rbObjects_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3487;
    vec3 _3489 = _3488.xyz;
    mat3 _3646 = mat3(g_rbObjects_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3649 = _3646 * _3364;
    vec3 _3900 = vec3(g_rbMaterialInstances_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _8011 = _8081;
    _8011.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(mix(vec3(-3.0, 3.0, 0.0), vec3(-5.099999904632568359375, 4.0, 0.0), _3900).xy)) + vec2(mix(vec3(-0.08200000226497650146484375, 1.388000011444091796875, 0.0), vec3(-0.8980000019073486328125, 3.1840000152587890625, 0.0), _3900).yx), 0.0).x;
    vec3 _3947 = vec3(g_rbMaterialInstances_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _3950 = mod(_3947, vec3(2.0));
    vec3 _3954 = _8011 * _3950;
    vec3 _8020 = _8081;
    _8020.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(3.0)) + vec2(-0.449999988079071044921875, -0.40799999237060546875), 0.0).y;
    vec3 _3984 = _3947 * vec3(0.100000001490116119384765625);
    vec3 _3987 = floor(_3984);
    vec3 _3991 = mod(_3987, vec3(2.0));
    vec3 _3995 = _8020 * _3991;
    vec3 _3999 = vec3(1.0) - _3954;
    vec3 _4002 = vec3(1.0) - _3995;
    vec3 _4003 = _3999 * _4002;
    vec3 _8029 = _8081;
    _8029.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(3.0, 2.0)) + vec2(-2.0499999523162841796875, -0.7799999713897705078125), 0.0).z;
    vec3 _4035 = _3947 * vec3(0.00999999977648258209228515625);
    vec3 _4038 = floor(_4035);
    vec3 _4042 = mod(_4038, vec3(2.0));
    vec3 _4046 = _8029 * _4042;
    vec3 _4053 = vec3(1.0) - _4046;
    vec3 _4054 = _4003 * _4053;
    vec3 _4056 = vec3(1.0) - _4054;
    float _4058 = _4056.y;
    float _4063 = _4058 - 0.949999988079071044921875;
    float _4068 = _4063 * 19.9959964752197265625;
    float _4069 = clamp(_4068, 0.0, 1.0);
    float _4070 = mix(0.0, 1.0, _4069);
    float _4078 = _4058 - 0.88999998569488525390625;
    float _4083 = _4078 * 99.90019989013671875;
    float _4084 = clamp(_4083, 0.0, 1.0);
    float _4085 = mix(0.0, 1.0, _4084);
    vec3 _4090 = vec3(_4085);
    vec3 _4091 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _4090);
    vec3 _4096 = vec3(_4070);
    vec3 _4097 = mix(_4091, vec3(-0.03869999945163726806640625), _4096);
    vec3 _4103 = _4097 * _3649;
    vec3 _4111 = vec3(g_rbMaterialInstances_Buffer[_1259.g_cbMainArray._aMain[_1250]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c2);
    vec3 _4112 = mix(vec3(0.0), _4103, _4111);
    vec3 _4135 = _3489 + _4112;
    float _4200 = _4135.x;
    float _4201 = _4135.y;
    float _4202 = _4135.z;
    vec4 _4203 = vec4(_4200, _4201, _4202, 1.0);
    vec4 _4204 = _1602.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _4203;
    vec4 _4220 = _1602.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _4203;
    vec4 _8078;
    if (_1602.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4235 = _4220.w;
        vec4 _8079;
        if ((_4220.z / _4235) > 1.0)
        {
            vec4 _8080;
            if (_4204.z > _1602.g_cbPass._fNearPlane)
            {
                vec4 _8042 = _4220;
                _8042.z = _4235;
                _8080 = _8042;
            }
            else
            {
                _8080 = _4220;
            }
            _8079 = _8080;
        }
        else
        {
            _8079 = _4220;
        }
        _8078 = _8079;
    }
    else
    {
        _8078 = _4220;
    }
    interp_instanceID = float(_1249) + 0.5;
    float _3139 = _4204.x;
    float _3140 = _4204.y;
    float _3141 = _4204.z;
    vec4 _3142 = vec4(_3139, _3140, _3141, 1.0);
    float _3143 = dot(_1602.g_cbPass._vfVsClippingPlane[0], _3142);
    float _3144 = -_3143;
    gl_ClipDistance[0] = _3144;
    gl_Position = _8078;
}

