//travel map shader -- check if unique, than use it for preset
// ---- Created with 3Dmigoto v1.3.11 on Sat Jan 26 12:54:40 2019
cbuffer cb2 : register(b2)
{
  float4 cb2[21];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[10];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[20];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  float2 v2 : TEXCOORD1,
  float3 v3 : NORMAL0,
  float4 v4 : TANGENT0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD3,
  out float4 o4 : TEXCOORD4,
  out float4 o5 : TEXCOORD5,
  out float4 o6 : TEXCOORD6,
  out float4 o7 : TEXCOORD7,
  out float4 o8 : TEXCOORD9)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb1[3].xyzw + r0.xyzw;
  r1.xyzw = cb2[18].xyzw * r0.yyyy;
  r1.xyzw = cb2[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb2[19].xyzw * r0.zzzz + r1.xyzw;
  o0.xyzw = cb2[20].xyzw * r0.wwww + r1.xyzw;
  o1.xy = v1.xy * cb0[9].xy + cb0[9].zw;
  o1.zw = float2(0,0);
  o2.xyzw = float4(0,0,0,0);
  r0.xyz = cb1[1].xyz * v4.yyy;
  r0.xyz = cb1[0].xyz * v4.xxx + r0.xyz;
  r0.xyz = cb1[2].xyz * v4.zzz + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  o3.xyz = r0.xyz;
  r1.xyz = cb1[1].xyz * v0.yyy;
  r1.xyz = cb1[0].xyz * v0.xxx + r1.xyz;
  r1.xyz = cb1[2].xyz * v0.zzz + r1.xyz;
  r1.xyz = cb1[3].xyz * v0.www + r1.xyz;
  o3.w = r1.x;
  r2.x = dot(v3.xyz, cb1[4].xyz);
  r2.y = dot(v3.xyz, cb1[5].xyz);
  r2.z = dot(v3.xyz, cb1[6].xyz);
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r3.xyz = r2.zxy * r0.yzx;
  r0.xyz = r2.yzx * r0.zxy + -r3.xyz;
  o5.xyz = r2.xyz;
  r0.w = cb1[9].w * v4.w;
  o4.xyz = r0.xyz * r0.www;
  o4.w = r1.y;
  o5.w = r1.z;
  r0.xyz = cb2[10].xyz * r1.yyy;
  r0.xyz = cb2[9].xyz * r1.xxx + r0.xyz;
  r0.xyz = cb2[11].xyz * r1.zzz + r0.xyz;
  o8.xy = r1.xz * cb0[19].xy + cb0[19].zw;
  o6.xyz = cb2[12].xyz + r0.xyz;
  o7.xyz = float3(0,0,0);
  o8.zw = v1.xy * cb0[0].xy + cb0[0].zw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sat Jan 26 12:54:40 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xy          2     NONE   float
// NORMAL                   0   xyz         3     NONE   float   xyz
// TANGENT                  0   xyzw        4     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyz         6     NONE   float   xyz
// TEXCOORD                 7   xyz         7     NONE   float   xyz
// TEXCOORD                 9   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[20], immediateIndexed
dcl_constantbuffer cb1[10], immediateIndexed
dcl_constantbuffer cb2[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v3.xyz
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.xyz
dcl_output o7.xyz
dcl_output o8.xyzw
dcl_temps 4
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[3].xyzw
mul r1.xyzw, r0.yyyy, cb2[18].xyzw
mad r1.xyzw, cb2[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[19].xyzw, r0.zzzz, r1.xyzw
mad o0.xyzw, cb2[20].xyzw, r0.wwww, r1.xyzw
mad o1.xy, v1.xyxx, cb0[9].xyxx, cb0[9].zwzz
mov o1.zw, l(0,0,0,0)
mov o2.xyzw, l(0,0,0,0)
mul r0.xyz, v4.yyyy, cb1[1].xyzx
mad r0.xyz, cb1[0].xyzx, v4.xxxx, r0.xyzx
mad r0.xyz, cb1[2].xyzx, v4.zzzz, r0.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mov o3.xyz, r0.xyzx
mul r1.xyz, v0.yyyy, cb1[1].xyzx
mad r1.xyz, cb1[0].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb1[2].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb1[3].xyzx, v0.wwww, r1.xyzx
mov o3.w, r1.x
dp3 r2.x, v3.xyzx, cb1[4].xyzx
dp3 r2.y, v3.xyzx, cb1[5].xyzx
dp3 r2.z, v3.xyzx, cb1[6].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mul r3.xyz, r0.yzxy, r2.zxyz
mad r0.xyz, r2.yzxy, r0.zxyz, -r3.xyzx
mov o5.xyz, r2.xyzx
mul r0.w, v4.w, cb1[9].w
mul o4.xyz, r0.wwww, r0.xyzx
mov o4.w, r1.y
mov o5.w, r1.z
mul r0.xyz, r1.yyyy, cb2[10].xyzx
mad r0.xyz, cb2[9].xyzx, r1.xxxx, r0.xyzx
mad r0.xyz, cb2[11].xyzx, r1.zzzz, r0.xyzx
mad o8.xy, r1.xzxx, cb0[19].xyxx, cb0[19].zwzz
add o6.xyz, r0.xyzx, cb2[12].xyzx
mov o7.xyz, l(0,0,0,0)
mad o8.zw, v1.xxxy, cb0[0].xxxy, cb0[0].zzzw
ret
// Approximately 0 instruction slots used

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