//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:11:45 2018
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 g_vDitherSettings;          // Offset:    0 Size:    16 [unused]
//   float4 g_vKSettings;               // Offset:   16 Size:    16 [unused]
//   float4x4 g_mPrevObjViewProj;       // Offset:   32 Size:    64 [unused]
//   float4 specColor;                  // Offset:   96 Size:    16 [unused]
//   float4 ControlData;                // Offset:  112 Size:    16 [unused]
//   float4 difColor;                   // Offset:  128 Size:    16 [unused]
//   float4 ambient;                    // Offset:  144 Size:    16 [unused]
//   float4 lightCount;                 // Offset:  160 Size:    16 [unused]
//   float4 g_avLightPos[4];            // Offset:  176 Size:    64 [unused]
//   float4 g_avLightColor[4];          // Offset:  240 Size:    64 [unused]
//   float4 g_avConeDir[4];             // Offset:  304 Size:    64 [unused]
//   float4 g_vAmbientSettings;         // Offset:  368 Size:    16 [unused]
//   float4 g_vScreenDepthRect;         // Offset:  384 Size:    16 [unused]
//   
//   struct
//   {
//       
//       float4 vDesc;                  // Offset:  400
//       float4 vFogLayerPlane;         // Offset:  416
//       float4 vFogLayerColor;         // Offset:  432
//       float4 vFogLayerSettings;      // Offset:  448
//       float4 vFogColor;              // Offset:  464
//       float4 vFogDistance;           // Offset:  480
//
//   } g_FogDesc;                       // Offset:  400 Size:    96 [unused]
//   float4 g_avVolumeSpheres[40];      // Offset:  496 Size:   640 [unused]
//   float4 g_vCamPos;                  // Offset: 1136 Size:    16 [unused]
//   float4x4 g_mProj;                  // Offset: 1152 Size:    64
//   float4x4 g_mView;                  // Offset: 1216 Size:    64
//   float4x4 g_mIView;                 // Offset: 1280 Size:    64 [unused]
//   float4x4 g_mViewProj;              // Offset: 1344 Size:    64 [unused]
//   float4 g_vMaskCoord;               // Offset: 1408 Size:    16 [unused]
//   float4 g_vTerrainNormCoord;        // Offset: 1424 Size:    16 [unused]
//   float4 g_vOffset;                  // Offset: 1440 Size:    16
//   float4 g_vPixelOffset;             // Offset: 1456 Size:    16
//   float4 g_avFaceK[2];               // Offset: 1472 Size:    32
//   float4 g_vConstraints;             // Offset: 1504 Size:    16 [unused]
//   float4 g_vExclusionMask;           // Offset: 1520 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vOrientAxis;              // Offset: 1536 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x00000000 
//   float4 g_avTreeCenter[128];        // Offset: 1552 Size:  2048 [unused]
//   float4x4 g_mCloudsShadowsSpace;    // Offset: 3600 Size:    64 [unused]
//   float4 g_vCloudsShadowDesc;        // Offset: 3664 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// POSITION                 1   xyz         1     NONE   float   xyz 
// POSITION                 2   xyzw        2     NONE   float   xyz 
// TEXCOORD                 0   xyzw        3     NONE   float       
// TEXCOORD                 1   xy          4     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[94], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xyz
dcl_input v4.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
// dcl_temps updated : previous = dcl_temps 2
dcl_temps 5
// added 3dmigoto declaration
dcl_resource_texture1d (float,float,float,float) t120
ld_indexable(texture1d)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t120.xyzw
mov r4.x, r3.w
mov r4.y, r3.w
mov r4.zw, l(1.0, 1.0)
// end of 3dmigoto declaration
add r0.x, -v2.x, cb0[91].x
add r0.yz, v2.zzyz, -cb0[91].wwyw
ftou r0.y, r0.y
mad r0.x, cb0[r0.y + 92].x, r0.x, cb0[r0.y + 92].z
mad r0.x, cb0[r0.y + 92].y, r0.z, r0.x
mov r1.xyz, v1.xyzx
mov r1.w, l(1.000000)
add r1.xyzw, r1.xyzw, cb0[90].xyzw
mad r1.y, r0.x, cb0[92].w, r1.y
// replacing matrix usage :dp4 r0.x, r1.xyzw, cb0[76].xyzw
dp4 r2.x, r1.xyzw, cb0[76].xyzw
mul r0.x, r2.x, r4.x
// replacing matrix usage :dp4 r0.y, r1.xyzw, cb0[77].xyzw
dp4 r2.y, r1.xyzw, cb0[77].xyzw
mul r0.y, r2.y, r4.y
dp4 r0.z, r1.xyzw, cb0[78].xyzw
dp4 r1.w, r1.xyzw, cb0[79].xyzw
add r1.xyz, r0.xyzx, v0.xyzx
dp4 o0.x, r1.xyzw, cb0[72].xyzw
dp4 o0.y, r1.xyzw, cb0[73].xyzw
dp4 o0.z, r1.xyzw, cb0[74].xyzw
dp4 o0.w, r1.xyzw, cb0[75].xyzw
mov o1.xy, v4.xyxx
sincos r0.x, r1.x, -v0.w
mov o1.z, r0.x
mov o1.w, r1.x
ret 
// Approximately 23 instruction slots used
