
// 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;
    uint s0;
    uint s1;
    uint s2;
    uint s3;
    uint s4;
    uint s5;
    uint s6;
    uint s7;
    uint s8;
    uint s9;
    uint s10;
    uint s11;
};

struct S_MATERIAL_INSTANCE
{
    float c0;
    float c1;
    float c2;
    float c3;
    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;
} _1160;

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;
} _1405;

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

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

vec3 _7616;

void main()
{
    int _1150 = gl_InstanceIndex + gl_DrawIDARB;
    int _1151 = readFirstInvocationARB(_1150);
    uint _3070 = uint(gl_VertexIndex);
    uint _3073 = _3070 + _1160.g_cbMainArray._aMain[_1151]._Indices._uiPositionOffset;
    uint _3093 = _3070 + _1160.g_cbMainArray._aMain[_1151]._Indices._uiNormalOffset;
    int _3122 = g_rbTBNs_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3093]._iNormal & 1023;
    int _3125 = (g_rbTBNs_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3093]._iNormal >> 10) & 1023;
    int _3128 = (g_rbTBNs_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiNormalsBufferIndex].g_rbTBNs[_3093]._iNormal >> 20) & 1023;
    int _7603;
    if (_3122 > 512)
    {
        _7603 = _3122 | (-1024);
    }
    else
    {
        _7603 = _3122;
    }
    int _7605;
    if (_3125 > 512)
    {
        _7605 = _3125 | (-1024);
    }
    else
    {
        _7605 = _3125;
    }
    int _7607;
    if (_3128 > 512)
    {
        _7607 = _3128 | (-1024);
    }
    else
    {
        _7607 = _3128;
    }
    float _3171 = float(_7603);
    float _3174 = float(_7605);
    float _3177 = float(_7607);
    vec3 _3178 = vec3(_3171, _3174, _3177);
    vec3 _3181 = _3178 * vec3(0.001956947147846221923828125);
    vec4 _3304 = vec4(g_rbVertices_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiPositionsBufferIndex].g_rbVertices[_3073].x, g_rbVertices_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiPositionsBufferIndex].g_rbVertices[_3073].y, g_rbVertices_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiPositionsBufferIndex].g_rbVertices[_3073].z, 1.0);
    vec4 _3305 = g_rbObjects_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiObjectIndex].g_rbObjects[0]._mModel * _3304;
    vec3 _3306 = _3305.xyz;
    mat3 _3463 = mat3(g_rbObjects_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[0].xyz, g_rbObjects_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[1].xyz, g_rbObjects_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiObjectIndex].g_rbObjects[0]._mModel[2].xyz);
    vec3 _3466 = _3463 * _3181;
    vec3 _7548 = _7616;
    _7548.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(2.0)) + vec2(-0.84353697299957275390625, -0.68027198314666748046875), 0.0).x;
    vec3 _3685 = vec3(g_rbMaterialInstances_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c0);
    vec3 _3688 = mod(_3685, vec3(2.0));
    vec3 _3692 = _7548 * _3688;
    vec3 _7557 = _7616;
    _7557.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(1.0, 0.5)) + vec2(-0.25, 0.25), 0.0).y;
    vec3 _3722 = _3685 * vec3(0.100000001490116119384765625);
    vec3 _3725 = floor(_3722);
    vec3 _3729 = mod(_3725, vec3(2.0));
    vec3 _3733 = _7557 * _3729;
    vec3 _3737 = vec3(1.0) - _3692;
    vec3 _3740 = vec3(1.0) - _3733;
    vec3 _3741 = _3737 * _3740;
    vec3 _7566 = _7616;
    _7566.y = textureLod(g_rb2DTextures[g_rbMaterials_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiMaterialIndex].g_rbMaterials[0].s0], (in_uv0 * vec2(4.0, 3.0)) + vec2(-2.2999999523162841796875, -1.006803035736083984375), 0.0).z;
    vec3 _3773 = _3685 * vec3(0.00999999977648258209228515625);
    vec3 _3776 = floor(_3773);
    vec3 _3780 = mod(_3776, vec3(2.0));
    vec3 _3784 = _7566 * _3780;
    vec3 _3791 = vec3(1.0) - _3784;
    vec3 _3792 = _3741 * _3791;
    vec3 _3794 = vec3(1.0) - _3792;
    float _3796 = _3794.y;
    float _3801 = _3796 - 0.949999988079071044921875;
    float _3806 = _3801 * 19.9959964752197265625;
    float _3807 = clamp(_3806, 0.0, 1.0);
    float _3808 = mix(0.0, 1.0, _3807);
    float _3816 = _3796 - 0.88999998569488525390625;
    float _3821 = _3816 * 99.90019989013671875;
    float _3822 = clamp(_3821, 0.0, 1.0);
    float _3823 = mix(0.0, 1.0, _3822);
    vec3 _3828 = vec3(_3823);
    vec3 _3829 = mix(vec3(0.0), vec3(-0.011610000394284725189208984375), _3828);
    vec3 _3834 = vec3(_3808);
    vec3 _3835 = mix(_3829, vec3(-0.03869999945163726806640625), _3834);
    vec3 _3841 = _3835 * _3466;
    vec3 _3849 = vec3(g_rbMaterialInstances_Buffer[_1160.g_cbMainArray._aMain[_1151]._Indices._uiMaterialInstanceIndex].g_rbMaterialInstances[0].c1);
    vec3 _3850 = mix(vec3(0.0), _3841, _3849);
    vec3 _3873 = _3306 + _3850;
    float _3938 = _3873.x;
    float _3939 = _3873.y;
    float _3940 = _3873.z;
    vec4 _3941 = vec4(_3938, _3939, _3940, 1.0);
    vec4 _3942 = _1405.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mView * _3941;
    vec4 _3958 = _1405.g_cbPass._EyeData._mCurrentFrameMatrices[0]._mViewJitteredProj * _3941;
    vec4 _7613;
    if (_1405.g_cbPass._uDepthClamp == 4294967295u)
    {
        float _3973 = _3958.w;
        vec4 _7614;
        if ((_3958.z / _3973) > 1.0)
        {
            vec4 _7615;
            if (_3942.z > _1405.g_cbPass._fNearPlane)
            {
                vec4 _7579 = _3958;
                _7579.z = _3973;
                _7615 = _7579;
            }
            else
            {
                _7615 = _3958;
            }
            _7614 = _7615;
        }
        else
        {
            _7614 = _3958;
        }
        _7613 = _7614;
    }
    else
    {
        _7613 = _3958;
    }
    interp_instanceID = float(_1150) + 0.5;
    float _2956 = _3942.x;
    float _2957 = _3942.y;
    float _2958 = _3942.z;
    vec4 _2959 = vec4(_2956, _2957, _2958, 1.0);
    float _2960 = dot(_1405.g_cbPass._vfVsClippingPlane[0], _2959);
    float _2961 = -_2960;
    gl_ClipDistance[0] = _2961;
    gl_Position = _7613;
}

