
// 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_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;
    uint s8;
    uint s9;
    uint s10;
    uint s11;
    uint s12;
    uint s13;
    uint s14;
    uint s15;
    uint s16;
    uint s17;
    uint s18;
    uint s19;
};

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 c12;
    float c13;
    float c14;
    float c15;
    float c16;
    float c17;
    float c18;
    float c19;
    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 = 24, std430) readonly buffer stc_g_rbMatrices_Layout
{
    S_MATRICES g_rbMatrices[];
} _165;

layout(set = 1, binding = 39, std430) readonly buffer g_rbVertices_Layout
{
    unaligned_float3 g_rbVertices[];
} g_rbVertices_Buffer[];

layout(set = 0, binding = 52, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_MAIN_ARRAY_BINDING
{
    S_MAIN_DEFAULT_ARRAY g_cbMainArray;
} _1197;

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;
} _1540;

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

layout(location = 13) in vec3 in_vfMsBindPoseNormal;
layout(location = 8) in vec2 in_uv0;
layout(location = 23) out float interp_instanceID;

void main()
{
    int _1187 = gl_InstanceIndex + gl_DrawIDARB;
    int _1188 = readFirstInvocationARB(_1187);
    uint _3198 = uint(gl_VertexIndex);
    uint _3201 = _3198 + _1197.g_cbMainArray._aMain[_1188]._Indices._uiPositionOffset;
    vec4 _3214 = vec4(g_rbVertices_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiPositionsBufferIndex].g_rbVertices[_3201].x, g_rbVertices_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiPositionsBufferIndex].g_rbVertices[_3201].y, g_rbVertices_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiPositionsBufferIndex].g_rbVertices[_3201].z, 1.0);
    vec3 _3399 = _3214.xyz;
    mat3 _3649 = mat3(g_rbObjects_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3652 = _3649 * in_vfMsBindPoseNormal;
    vec3 _3653 = normalize(_3652);
    vec4 _3864 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiMaterialIndex].g_rbMaterials[0].s2], in_uv0, 0.0);
    float _3866 = _3864.x;
    vec3 _3870 = vec3(g_rbMaterialInstances_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3874 = vec3(g_rbMaterials_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiMaterialIndex].g_rbMaterials[0].c0);
    vec3 _3877 = _3870 + _3874;
    vec3 _3881 = _3877 * vec3(0.20000000298023223876953125);
    vec3 _3885 = vec3(1.0) - _3881;
    float _3887 = _3885.y;
    float _3893 = _3887 + 0.61654102802276611328125;
    float _3895 = smoothstep(_3887, _3893, _3866);
    float _3896 = mix(0.0, 1.0, _3895);
    vec3 _3898 = vec3(_3896);
    vec3 _3903 = _3870 * vec3(0.20000000298023223876953125);
    vec3 _3913 = clamp(_3903, vec3(0.0), vec3(1.0));
    float _3915 = _3913.y;
    vec3 _3919 = vec3(_3915);
    vec3 _3920 = mix(vec3(0.0), _3898, _3919);
    float _3928 = _3920.y;
    vec3 _3932 = vec3(_3928);
    vec3 _3933 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _3932);
    vec4 _3941 = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiMaterialIndex].g_rbMaterials[0].s3], in_uv0, 0.0);
    float _3943 = _3941.x;
    vec3 _3947 = vec3(_3943);
    vec3 _3948 = mix(vec3(0.0), vec3(1.0), _3947);
    vec3 _3953 = vec3(g_rbMaterialInstances_Buffer[_1197.g_cbMainArray._aMain[_1188]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _3962 = clamp(_3953, vec3(0.0), vec3(1.0));
    vec3 _3966 = _3948 * _3962;
    float _3968 = _3966.y;
    float _3976 = smoothstep(0.661653995513916015625, 0.8947370052337646484375, _3968);
    float _3977 = mix(0.0, 1.0, _3976);
    vec3 _3982 = vec3(_3977);
    vec3 _3983 = mix(vec3(0.0), vec3(-0.03095999918878078460693359375), _3982);
    vec3 _3987 = _3933 + _3983;
    float _3999 = _3903.y;
    vec3 _4003 = vec3(_3999);
    vec3 _4004 = mix(vec3(0.13286800682544708251953125, 0.0, 0.0), vec3(2.3457500934600830078125, 0.0, 0.0), _4003);
    float _4006 = _4004.x;
    float _4012 = _3887 + _4006;
    float _4014 = smoothstep(_3887, _4012, _3866);
    float _4015 = mix(0.0, 1.0, _4014);
    float _4021 = _4015 - 0.1804510056972503662109375;
    float _4026 = _4021 * 12.08941555023193359375;
    float _4027 = clamp(_4026, 0.0, 1.0);
    float _4028 = mix(0.0, 1.0, _4027);
    vec3 _4039 = vec3(_4028);
    vec3 _4040 = mix(vec3(0.0), vec3(0.0), _4039);
    vec3 _4044 = _3987 - _4040;
    vec3 _4048 = _3653 * _4044;
    vec3 _4078 = _3399 + _4048;
    float _4204 = _4078.x;
    float _4205 = _4078.y;
    float _4206 = _4078.z;
    vec4 _4207 = vec4(_4204, _4205, _4206, 1.0);
    vec4 _4208 = _165.g_rbMatrices[_1197.g_cbMainArray._aMain[_1188]._Indices._uiMatricesIndex]._mModelView * _4207;
    vec4 _4227 = _165.g_rbMatrices[_1197.g_cbMainArray._aMain[_1188]._Indices._uiMatricesIndex]._mModelViewProj * _4207;
    vec4 _8293;
    if (_1540.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _4261 = _4227.w;
        vec4 _8294;
        if ((_4227.z / _4261) > 1.0)
        {
            vec4 _8295;
            if (_4208.z > _1540.g_cbPass._fNearPlane)
            {
                vec4 _8283 = _4227;
                _8283.z = _4261;
                _8295 = _8283;
            }
            else
            {
                _8295 = _4227;
            }
            _8294 = _8295;
        }
        else
        {
            _8294 = _4227;
        }
        _8293 = _8294;
    }
    else
    {
        _8293 = _4227;
    }
    interp_instanceID = float(_1187) + 0.5;
    float _3084 = _4208.x;
    float _3085 = _4208.y;
    float _3086 = _4208.z;
    vec4 _3087 = vec4(_3084, _3085, _3086, 1.0);
    float _3088 = dot(_1540.g_cbPass._vfVsClippingPlane[0], _3087);
    float _3089 = -_3088;
    gl_ClipDistance[0] = _3089;
    gl_Position = _8293;
}

