#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_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;
};


// Vk3DVision (http://3dsurroundgaming.com/) - Stereo Injection
layout(set = 0, binding = 99, std140) uniform Vk3DParams
{
    vec4 stereo;
    vec4 custom_params;
}
 vk3d_params;

layout(set = 1, binding = 24, std430) readonly buffer stc_g_rbMatrices_Layout
{
    S_MATRICES g_rbMatrices[];
} _174;

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;
} _873;

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _1087;

layout(location = 23) out float interp_instanceID;

void main()
{
    int _863 = gl_InstanceIndex + gl_DrawIDARB;
    int _864 = readFirstInvocationARB(_863);
    uint _3123 = uint(gl_VertexIndex);
    uint _3126 = _3123 + _873.g_cbMainArray._aMain[_864]._Indices._uiPositionOffset;
    vec4 _3139 = vec4(g_rbVertices_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiPositionsBufferIndex].g_rbVertices[_3126].x, g_rbVertices_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiPositionsBufferIndex].g_rbVertices[_3126].y, g_rbVertices_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiPositionsBufferIndex].g_rbVertices[_3126].z, 1.0);
    uint _3146 = _3123 + _873.g_cbMainArray._aMain[_864]._Indices._uiNormalOffset;
    int _3175 = g_rbTBNs_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3146]._iNormal & 1023;
    int _3178 = (g_rbTBNs_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3146]._iNormal >> 10) & 1023;
    int _3181 = (g_rbTBNs_Buffer[_873.g_cbMainArray._aMain[_864]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3146]._iNormal >> 20) & 1023;
    int _7767;
    if (_3175 > 512)
    {
        _7767 = _3175 | (-1024);
    }
    else
    {
        _7767 = _3175;
    }
    int _7769;
    if (_3178 > 512)
    {
        _7769 = _3178 | (-1024);
    }
    else
    {
        _7769 = _3178;
    }
    int _7771;
    if (_3181 > 512)
    {
        _7771 = _3181 | (-1024);
    }
    else
    {
        _7771 = _3181;
    }
    float _3224 = float(_7767);
    float _3227 = float(_7769);
    float _3230 = float(_7771);
    vec3 _3231 = vec3(_3224, _3227, _3230);
    vec3 _3234 = _3231 * vec3(0.001956947147846221923828125);
    vec3 _3324 = _3139.xyz;
    vec3 _3632 = normalize(_3324);
    float _3634 = length(_3324);
    float _3637 = pow(0.5213680267333984375, 3.0);
    float _3639 = 2.0 - _3637;
    float _3641 = _3639 * _3637;
    float _3642 = max(0.0, _3641);
    float _3643 = sqrt(_3642);
    float _3645 = _3632.z;
    float _7777;
    if (_3645 > 0.0)
    {
        _7777 = min(1.0, sqrt(max(0.0, 1.0 - (_3645 * _3645))) / (_3643 * pow(1.0, 3.0)));
    }
    else
    {
        _7777 = 1.0;
    }
    float _3665 = pow(_7777, 2.5);
    float _3666 = 1.0 - _3665;
    float _3670 = 0.100000001490116119384765625 * _3643;
    float _3672 = _3670 * _3634;
    float _3674 = _3666 * _3672;
    vec3 _3678 = _3234 * _3674;
    vec3 _3679 = _3324 + _3678;
    float _3716 = _3679.x;
    float _3717 = _3679.y;
    float _3718 = _3679.z;
    vec4 _3719 = vec4(_3716, _3717, _3718, 1.0);
    vec4 _3720 = _174.g_rbMatrices[_873.g_cbMainArray._aMain[_864]._Indices._uiMatricesIndex]._mModelView * _3719;
    vec4 _3739 = _174.g_rbMatrices[_873.g_cbMainArray._aMain[_864]._Indices._uiMatricesIndex]._mModelViewProj * _3719;
    vec4 _7779;
    if (_1087.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3895 = _3739.w;
        vec4 _7780;
        if ((_3739.z / _3895) > 1.0)
        {
            vec4 _7781;
            if (_3720.z > _1087.g_cbPass._fNearPlane)
            {
                vec4 _7762 = _3739;
                _7762.z = _3895;
                _7781 = _7762;
            }
            else
            {
                _7781 = _3739;
            }
            _7780 = _7781;
        }
        else
        {
            _7780 = _3739;
        }
        _7779 = _7780;
    }
    else
    {
        _7779 = _3739;
    }
    interp_instanceID = float(_863) + 0.5;
    float _3006 = _3720.x;
    float _3007 = _3720.y;
    float _3008 = _3720.z;
    vec4 _3009 = vec4(_3006, _3007, _3008, 1.0);
    float _3010 = dot(_1087.g_cbPass._vfVsClippingPlane[0], _3009);
    float _3011 = -_3010;
    gl_ClipDistance[0] = _3011;
    gl_Position = _7779;


}


