
// 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;
};

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;
} _948;

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;
} _1145;

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 _938 = gl_InstanceIndex + gl_DrawIDARB;
    int _939 = readFirstInvocationARB(_938);
    uint _2811 = uint(gl_VertexIndex);
    uint _2814 = _2811 + _948.g_cbMainArray._aMain[_939]._Indices._uiPositionOffset;
    uint _2834 = _2811 + _948.g_cbMainArray._aMain[_939]._Indices._uiNormalOffset;
    int _2863 = g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2834]._iNormal & 1023;
    int _2866 = (g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2834]._iNormal >> 10) & 1023;
    int _2869 = (g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2834]._iNormal >> 20) & 1023;
    int _7002;
    if (_2863 > 512)
    {
        _7002 = _2863 | (-1024);
    }
    else
    {
        _7002 = _2863;
    }
    int _7004;
    if (_2866 > 512)
    {
        _7004 = _2866 | (-1024);
    }
    else
    {
        _7004 = _2866;
    }
    int _7006;
    if (_2869 > 512)
    {
        _7006 = _2869 | (-1024);
    }
    else
    {
        _7006 = _2869;
    }
    vec3 _2922 = vec3(float(_7002), float(_7004), float(_7006)) * vec3(0.001956947147846221923828125);
    int _2931 = g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2834]._iTangent & 1023;
    int _2934 = (g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2834]._iTangent >> 10) & 1023;
    int _2937 = (g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2834]._iTangent >> 20) & 1023;
    int _7008;
    if (_2931 > 512)
    {
        _7008 = _2931 | (-1024);
    }
    else
    {
        _7008 = _2931;
    }
    int _7010;
    if (_2934 > 512)
    {
        _7010 = _2934 | (-1024);
    }
    else
    {
        _7010 = _2934;
    }
    int _7012;
    if (_2937 > 512)
    {
        _7012 = _2937 | (-1024);
    }
    else
    {
        _7012 = _2937;
    }
    float _2995 = float((g_rbTBNs_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2834]._iTangent >> 30) != 0);
    vec4 _3045 = vec4(g_rbVertices_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiPositionsBufferIndex].g_rbVertices[_2814].x, g_rbVertices_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiPositionsBufferIndex].g_rbVertices[_2814].y, g_rbVertices_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiPositionsBufferIndex].g_rbVertices[_2814].z, 1.0);
    vec4 _3046 = g_rbObjects_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3045;
    vec3 _3047 = _3046.xyz;
    vec3 _3118 = vec4(vec3(float(_7008), float(_7010), float(_7012)) * vec3(0.001956947147846221923828125), _2995).xyz;
    vec2 _3327 = vec2(g_rbMaterials_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiMaterialIndex].g_rbMaterials[0].c0, -0.175610005855560302734375);
    vec2 _3328 = in_uv0 + _3327;
    vec4 _3329 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_948.g_cbMainArray._aMain[_939]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], _3328, 0.0);
    vec3 _3331 = _3329.xyz;
    float _3348 = in_uv0.y - 0.3108809888362884521484375;
    float _3353 = _3348 * 1.45110714435577392578125;
    float _3354 = clamp(_3353, 0.0, 1.0);
    float _3355 = mix(0.0, 1.0, _3354);
    vec3 _3357 = vec3(_3355);
    vec3 _3360 = _3331 * _3357;
    float _3362 = _3360.x;
    vec3 _3366 = vec3(_3362);
    vec3 _3367 = mix(vec3(0.0), vec3(0.102880001068115234375, 0.0, 0.0393359996378421783447265625), _3366);
    vec3 _3390 = _3047 + _3367;
    float _3455 = _3390.x;
    float _3456 = _3390.y;
    float _3457 = _3390.z;
    vec4 _3458 = vec4(_3455, _3456, _3457, 1.0);
    vec4 _3459 = _1145.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _3458;
    vec4 _3475 = _1145.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _3458;
    vec4 _7021;
    if (_1145.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3490 = _3475.w;
        vec4 _7022;
        if ((_3475.z / _3490) > 1.0)
        {
            vec4 _7023;
            if (_3459.z > _1145.g_cbPass._fNearPlane)
            {
                vec4 _6992 = _3475;
                _6992.z = _3490;
                _7023 = _6992;
            }
            else
            {
                _7023 = _3475;
            }
            _7022 = _7023;
        }
        else
        {
            _7022 = _3475;
        }
        _7021 = _7022;
    }
    else
    {
        _7021 = _3475;
    }
    interp_instanceID = float(_938) + 0.5;
    float _2697 = _3459.x;
    float _2698 = _3459.y;
    float _2699 = _3459.z;
    vec4 _2700 = vec4(_2697, _2698, _2699, 1.0);
    float _2701 = dot(_1145.g_cbPass._vfVsClippingPlane[0], _2700);
    float _2702 = -_2701;
    gl_ClipDistance[0] = _2702;
    interp_uv0 = in_uv0;
    interp_vfVsPosition = _3459.xyz;
    interp_vfVsTangent = mat3(_170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _3118;
    interp_vfVsBinormal = mat3(_170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_2922, _3118) * ((_2995 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[0].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[1].xyz, _170.g_rbMatrices[_948.g_cbMainArray._aMain[_939]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2922;
    gl_Position = _7021;
}

