#version 450
 
struct PerFrameUniforms
{
    mat4 gViewMat4;
    mat4 gViewProjectionMat4;
    mat4 gCameraMat4;
    vec3 gViewPositionVec3;
    float gfTime;
    vec4 gFrameBufferSizeVec4;
};

struct CommonPerMeshUniforms
{
    vec4 gPlanetPositionVec4;
    mat4 gWorldMat4;
    float gfFadeValue;
};

struct CustomPerMaterialUniforms
{
    vec4 gImposterDataVec4;
    vec4 gTileBlendScalesVec4;
    vec4 gHueOverlayParamsVec4;
    vec4 gSaturationOverlayParamsVec4;
    vec4 gValueOverlayParamsVec4;
    vec4 gTerrainColour1Vec4;
    vec4 gTerrainColour2Vec4;
};

struct CustomPerMeshUniforms
{
    vec4 gUVScrollStepVec4;
    vec4 gCustomParams01Vec4;
    vec4 gBboxDepthAndClips;
};

struct UniformBuffer
{
    PerFrameUniforms mpPerFrame;
    CommonPerMeshUniforms mpCommonPerMesh;
    CustomPerMaterialUniforms mpCustomPerMaterial;
    CustomPerMeshUniforms mpCustomPerMesh;
};


// Vk3DVision (http://3dsurroundgaming.com/) - Stereo Injection
layout(set = 0, binding = 45, std140) uniform Vk3DParams
{
    vec4 stereo;
    vec4 custom_params;
} vk3d_params;

layout(set = 0, binding = 0, std140) uniform lUniforms_BLK
{
    UniformBuffer lUniforms;
} _51;

layout(location = 0) in vec4 mkLocalPositionVec4;
layout(location = 1) in vec4 mkTexCoordsVec4;
layout(location = 0) out VertexBlock
{
    vec4 mScreenSpacePositionVec4;
    vec4 mTexCoordsVec4;
} Out;

layout(location = 7) in vec4 mkLocalNormalVec4;

void main()
{
    vec4 _171 = mkLocalPositionVec4;
    _171.w = 1.0;
    Out.mTexCoordsVec4 = vec4(mkTexCoordsVec4.x, mkTexCoordsVec4.y, mkTexCoordsVec4.z, mkTexCoordsVec4.w);
    vec4 _169 = _51.lUniforms.mpPerFrame.gViewProjectionMat4 * (_51.lUniforms.mpCommonPerMesh.gWorldMat4 * _171);
    vec4 _177 = _169;
    _177.z = 0.5 - (max(_169.z, -1.0) * 0.5);
    Out.mScreenSpacePositionVec4 = _177;
    gl_Position = _177;

// Vk3DVision (http://3dsurroundgaming.com/) - Stereo Injection
// gl_Position.x -= vk3d_params.stereo.x * (gl_Position.w - vk3d_params.stereo.y); 

// Vk3DVision (http://3dsurroundgaming.com/) - Stereo Injection
// gl_Position.x += vk3d_params.stereo.x * (gl_Position.w - vk3d_params.stereo.y); 
}


