//water halo mil
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v1.3.16 on Wed Dec 30 12:50:53 2020
//
//
// Buffer Definitions:
//
// cbuffer CBufferGlobalConstant_Z
// {
//
//   struct StructGlobalConstant_Z
//   {
//
//       float4 c[90];                  // Offset:    0
//
//   } Global;                          // Offset:    0 Size:  1440
//
// }
//
// cbuffer CBufferObjectConstant_Z
// {
//
//   struct StructObjectConstant_Z
//   {
//
//       float4 c[32];                  // Offset:    0
//
//   } Object;                          // Offset:    0 Size:   512
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// CBufferGlobalConstant_Z           cbuffer      NA          NA    0        1
// CBufferObjectConstant_Z           cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyzw        1     NONE   float   xyzw
// NORMAL                   0   xyz         2     NONE   float   xyz
// TEXCOORD                 0   xyzw        3     NONE   float   xyzw
// TEXCOORD                 8   xyzw        4     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// PREVIOUS_POSITION        0   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xyzw        3     NONE   float   xyzw
// TEXSPACE_MAT             0   xyzw        4     NONE   float   xyzw
// TEXSPACE_MAT             1   xyzw        5     NONE   float   xyzw
// TEXSPACE_MAT             2   xyzw        6     NONE   float   xyzw
// SHADOW_TCPROJ            0   xyzw        7     NONE   float   xyzw
// INSTANCE_COLOR           0   x           8     NONE   float   x
// INSTANCE_INDEXES         0   xy          9     NONE    uint   xy
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[53], immediateIndexed
dcl_constantbuffer cb1[32], immediateIndexed
//fix
dcl_constantbuffer cb12[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyz
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.x
dcl_output o9.xy
dcl_temps 36
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r33.xyzw, l(0, 0, 0, 0), t125.xyzw
mov r0.w, v0.w
mov r1.w, v0.w
dp4 r1.x, v0.xyzw, cb1[0].xyzw
dp4 r1.y, v0.xyzw, cb1[1].xyzw
dp4 r1.z, v0.xyzw, cb1[2].xyzw
dp4 r0.z, r1.xyzw, cb0[33].xyzw
dp4 r0.x, r1.xyzw, cb0[31].xyzw
dp4 r0.y, r1.xyzw, cb0[32].xyzw
add r1.xyz, r1.xyzx, cb0[35].xyzx



dp4 r30.z, r0.xyzw, cb0[51].xyzw
dp4 r30.w, r0.xyzw, cb0[52].xyzw
mov o7.xyzw, r0.xyzz
dp3 r30.x, r0.xywx, cb0[49].xywx
dp3 r30.y, r0.xywx, cb0[50].xywx

//common stereo correcton in view space
add r33.w, r30.w, -r33.y
mul r33.w, r33.w, r33.x
mul r33.w, r33.w, l(1.0)
add r30.x, r30.x, r33.w
//common stereo correcton in view space

mov o0.xyzw, r30.xyzw


dp4 r0.x, v0.xyzw, cb1[4].xyzw
dp4 r0.y, v0.xyzw, cb1[5].xyzw
dp4 r0.z, v0.xyzw, cb1[6].xyzw
mov r0.w, v0.w
dp4 o1.x, r0.xyzw, cb0[41].xyzw
dp4 o1.y, r0.xyzw, cb0[42].xyzw
dp4 o1.z, r0.xyzw, cb0[43].xyzw
dp4 o1.w, r0.xyzw, cb0[44].xyzw
mov o2.xyzw, v4.xyzw
mov o3.zw, v3.zzzw
mov r0.xy, v3.xyxx
mov r0.z, l(1.000000)
dp3 o3.x, r0.xyzx, cb1[30].xyzx
dp3 o3.y, r0.xyzx, cb1[31].xyzx
mov o4.w, r1.x
dp3 o4.x, v1.xyzx, cb1[8].xyzx
dp3 o4.y, v1.xyzx, cb1[9].xyzx
dp3 o4.z, v1.xyzx, cb1[10].xyzx
mov o5.w, r1.y
mov o6.w, r1.z
lt r0.x, l(0.000000), v1.w
lt r0.y, v1.w, l(0.000000)
iadd r0.x, -r0.x, r0.y
itof r0.x, r0.x
mul r0.yzw, v1.yyzx, v2.zzxy
mad r0.yzw, v2.yyzx, v1.zzxy, -r0.yyzw
mul r0.xyz, r0.xxxx, r0.yzwy
dp3 o5.x, r0.xyzx, cb1[8].xyzx
dp3 o5.y, r0.xyzx, cb1[9].xyzx
dp3 o5.z, r0.xyzx, cb1[10].xyzx
dp3 o6.x, v2.xyzx, cb1[8].xyzx
dp3 o6.y, v2.xyzx, cb1[9].xyzx
dp3 o6.z, v2.xyzx, cb1[10].xyzx
mov o8.x, l(0)
mov o9.xy, l(0,0,0,0)
ret
// Approximately 50 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
