#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[];
} _137;

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;
} _757;

layout(set = 2, binding = 53, std140) uniform dyn_CONSTANT_BUFFER_BLOCK_CB_S_PASS_BINDING
{
    S_PASS g_cbPass;
} _926;

layout(location = 3) in vec4 in_color;
layout(location = 8) in vec4 in_uv0;
layout(location = 9) in vec4 in_uv1;
layout(location = 3) out vec4 interp_color;
layout(location = 8) out vec4 interp_uv0;
layout(location = 9) out vec4 interp_uv1;
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 _747 = gl_InstanceIndex + gl_DrawIDARB;
    int _748 = readFirstInvocationARB(_747);
    uint _2208 = uint(gl_VertexIndex);
    uint _2211 = _2208 + _757.g_cbMainArray._aMain[_748]._Indices._uiPositionOffset;
    uint _2231 = _2208 + _757.g_cbMainArray._aMain[_748]._Indices._uiNormalOffset;
    int _2260 = g_rbTBNs_Buffer[_757.g_cbMainArray._aMain[_748]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2231]._iNormal & 1023;
    int _2263 = (g_rbTBNs_Buffer[_757.g_cbMainArray._aMain[_748]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2231]._iNormal >> 10) & 1023;
    int _2266 = (g_rbTBNs_Buffer[_757.g_cbMainArray._aMain[_748]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2231]._iNormal >> 20) & 1023;
    int _5003;
    if (_2260 > 512)
    {
        _5003 = _2260 | (-1024);
    }
    else
    {
        _5003 = _2260;
    }
    int _5005;
    if (_2263 > 512)
    {
        _5005 = _2263 | (-1024);
    }
    else
    {
        _5005 = _2263;
    }
    int _5007;
    if (_2266 > 512)
    {
        _5007 = _2266 | (-1024);
    }
    else
    {
        _5007 = _2266;
    }
    vec3 _2319 = vec3(float(_5003), float(_5005), float(_5007)) * vec3(0.001956947147846221923828125);
    int _2328 = g_rbTBNs_Buffer[_757.g_cbMainArray._aMain[_748]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2231]._iTangent & 1023;
    int _2331 = (g_rbTBNs_Buffer[_757.g_cbMainArray._aMain[_748]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2231]._iTangent >> 10) & 1023;
    int _2334 = (g_rbTBNs_Buffer[_757.g_cbMainArray._aMain[_748]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2231]._iTangent >> 20) & 1023;
    int _5009;
    if (_2328 > 512)
    {
        _5009 = _2328 | (-1024);
    }
    else
    {
        _5009 = _2328;
    }
    int _5011;
    if (_2331 > 512)
    {
        _5011 = _2331 | (-1024);
    }
    else
    {
        _5011 = _2331;
    }
    int _5013;
    if (_2334 > 512)
    {
        _5013 = _2334 | (-1024);
    }
    else
    {
        _5013 = _2334;
    }
    float _2392 = float((g_rbTBNs_Buffer[_757.g_cbMainArray._aMain[_748]._Indices._uiNormalsBufferIndex].g_rbTBNs[_2231]._iTangent >> 30) != 0);
    vec4 _2477 = vec4(g_rbVertices_Buffer[_757.g_cbMainArray._aMain[_748]._Indices._uiPositionsBufferIndex].g_rbVertices[_2211].x, g_rbVertices_Buffer[_757.g_cbMainArray._aMain[_748]._Indices._uiPositionsBufferIndex].g_rbVertices[_2211].y, g_rbVertices_Buffer[_757.g_cbMainArray._aMain[_748]._Indices._uiPositionsBufferIndex].g_rbVertices[_2211].z, 1.0);
    vec4 _2478 = _137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelView * _2477;
    vec4 _2497 = _137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelViewProj * _2477;
    vec3 _2527 = vec4(vec3(float(_5009), float(_5011), float(_5013)) * vec3(0.001956947147846221923828125), _2392).xyz;
    vec4 _5022;
    if (_926.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _2680 = _2497.w;
        vec4 _5023;
        if ((_2497.z / _2680) > 1.0)
        {
            vec4 _5024;
            if (_2478.z > _926.g_cbPass._fNearPlane)
            {
                vec4 _4998 = _2497;
                _4998.z = _2680;
                _5024 = _4998;
            }
            else
            {
                _5024 = _2497;
            }
            _5023 = _5024;
        }
        else
        {
            _5023 = _2497;
        }
        _5022 = _5023;
    }
    else
    {
        _5022 = _2497;
    }
    interp_instanceID = float(_747) + 0.5;
    float _2092 = _2478.x;
    float _2093 = _2478.y;
    float _2094 = _2478.z;
    vec4 _2095 = vec4(_2092, _2093, _2094, 1.0);
    float _2096 = dot(_926.g_cbPass._vfVsClippingPlane[0], _2095);
    float _2097 = -_2096;
    gl_ClipDistance[0] = _2097;
    interp_color = in_color;
    interp_uv0 = in_uv0;
    interp_uv1 = in_uv1;
    interp_vfVsPosition = _2478.xyz;
    interp_vfVsTangent = mat3(_137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelView[0].xyz, _137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelView[1].xyz, _137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2527;
    interp_vfVsBinormal = mat3(_137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelView[0].xyz, _137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelView[1].xyz, _137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelView[2].xyz) * (cross(_2319, _2527) * ((_2392 != 0.0) ? (-1.0) : 1.0));
    interp_vfVsNormal = mat3(_137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelView[0].xyz, _137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelView[1].xyz, _137.g_rbMatrices[_757.g_cbMainArray._aMain[_748]._Indices._uiMatricesIndex]._mModelView[2].xyz) * _2319;
    gl_Position = _5022;

}


