//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:13:08 2018
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 g_mCloudsShadowsSpace;    // Offset:    0 Size:    64
//   float4 g_vCloudsShadowDesc;        // Offset:   64 Size:    16 [unused]
//   float4 g_vKSettings;               // Offset:   80 Size:    16 [unused]
//   float4x4 g_mPrevObjViewProj;       // Offset:   96 Size:    64 [unused]
//   
//   struct
//   {
//       
//       float4x4 mLightSpaceInverse;   // Offset:  160
//       float4x4 mLightSpace;          // Offset:  224
//       float4 vShadowBias;            // Offset:  288
//       float4 vBiasDir;               // Offset:  304
//       float4 vSmoothOffs;            // Offset:  320
//       float4 vShadowsDesc;           // Offset:  336
//       float4 avCPlane[8];            // Offset:  352
//       float4 avCascadeZ[2];          // Offset:  480
//       float4 avUVTransform[8];       // Offset:  512
//       float4 avZTransformZF[8];      // Offset:  640
//
//   } g_ShadSettings;                  // Offset:  160 Size:   608 [unused]
//   float4 specColor;                  // Offset:  768 Size:    16 [unused]
//   float4 ControlData;                // Offset:  784 Size:    16 [unused]
//   float4 difColor;                   // Offset:  800 Size:    16 [unused]
//   float4 ambient;                    // Offset:  816 Size:    16 [unused]
//   float4 g_vDefLightDir;             // Offset:  832 Size:    16
//   float4 g_vDefLightColor;           // Offset:  848 Size:    16 [unused]
//   float4 g_vDefSpecColor;            // Offset:  864 Size:    16 [unused]
//   uint CS_FRONT;                     // Offset:  880 Size:     4 [unused]
//      = 0x00000000 
//   uint CS_RIGHT;                     // Offset:  884 Size:     4 [unused]
//      = 0x00000001 
//   uint CS_BACK;                      // Offset:  888 Size:     4 [unused]
//      = 0x00000002 
//   uint CS_LEFT;                      // Offset:  892 Size:     4 [unused]
//      = 0x00000003 
//   uint CS_TOP;                       // Offset:  896 Size:     4 [unused]
//      = 0x00000004 
//   uint CS_BOTTOM;                    // Offset:  900 Size:     4 [unused]
//      = 0x00000005 
//   float4 g_vAmbientSettings;         // Offset:  912 Size:    16 [unused]
//   float4 g_vScreenDepthRect;         // Offset:  928 Size:    16 [unused]
//   
//   struct
//   {
//       
//       float4 vDesc;                  // Offset:  944
//       float4 vFogLayerPlane;         // Offset:  960
//       float4 vFogLayerColor;         // Offset:  976
//       float4 vFogLayerSettings;      // Offset:  992
//       float4 vFogColor;              // Offset: 1008
//       float4 vFogDistance;           // Offset: 1024
//
//   } g_FogDesc;                       // Offset:  944 Size:    96
//   float4 g_vForestPlaneThreshold;    // Offset: 1040 Size:    16
//      = 0x44a28000 0x3b03126f 0x00000000 0x00000000 
//   float4 LowDeepColor;               // Offset: 1056 Size:    16 [unused]
//      = 0x3e99999a 0x3ecccccd 0x3ecccccd 0x00000000 
//   float4 SeaColor;                   // Offset: 1072 Size:    16 [unused]
//      = 0x3dcccccd 0x3e99999a 0x3e99999a 0x00000000 
//   float4 DetailScale;                // Offset: 1088 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vIceScale;                // Offset: 1104 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vSpecSettings;            // Offset: 1120 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vSeaCorrection;           // Offset: 1136 Size:    16 [unused]
//   float4 g_vSeaDesc;                 // Offset: 1152 Size:    16 [unused]
//      = 0x3ecccccd 0x3f19999a 0x40800000 0x3f7ae148 
//   float4 g_vSeaHarmonics;            // Offset: 1168 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vWaterDesc;               // Offset: 1184 Size:    16 [unused]
//      = 0x3ecccccd 0x3f19999a 0x40800000 0x3f7ae148 
//   float4 g_vWaterColor;              // Offset: 1200 Size:    16 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//   float4 g_vWaterSpecColor;          // Offset: 1216 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x42a00000 
//   float4 Anim;                       // Offset: 1232 Size:    16 [unused]
//   float4 g_vAsyncTextureSize;        // Offset: 1248 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x00000000 0x00000000 
//   float4 g_vRTTexSize;               // Offset: 1264 Size:    16 [unused]
//   float4 g_vAnisotropy;              // Offset: 1280 Size:    16 [unused]
//   float2 TexelOffs[9];               // Offset: 1296 Size:   136 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x00000000 
//        0xba800000 0x00000000 0x00000000 0x00000000 
//        0x3a800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0xba800000 0x00000000 0x00000000 
//        0x00000000 0x3a800000 0x00000000 0x00000000 
//        0xbb000000 0xbb000000 0x00000000 0x00000000 
//        0x3b000000 0xbb000000 0x00000000 0x00000000 
//        0x3b000000 0x3b000000 0x00000000 0x00000000 
//        0xbb000000 0x3b000000 
//   float4 g_avGroundColor[9];         // Offset: 1440 Size:   144 [unused]
//   float4x4 g_mWorldViewProjection;   // Offset: 1584 Size:    64
//   float4x4 g_mView;                  // Offset: 1648 Size:    64 [unused]
//   float4x4 g_mWorldView;             // Offset: 1712 Size:    64 [unused]
//   float3 chunkColor;                 // Offset: 1776 Size:    12 [unused]
//   float3 g_deltaCam;                 // Offset: 1792 Size:    12
//   float4 mapSize;                    // Offset: 1808 Size:    16
//   float4 skirtInfo;                  // Offset: 1824 Size:    16
//   float4x4 g_textureRotation;        // Offset: 1840 Size:    64 [unused]
//   float3 textureCoordsP1;            // Offset: 1904 Size:    12
//   float3 textureCoordsP2;            // Offset: 1920 Size:    12
//   float3 chunkInSectorCoords;        // Offset: 1936 Size:    12
//   float4 chunkInfo;                  // Offset: 1952 Size:    16
//   float4 g_vSettings;                // Offset: 1968 Size:    16 [unused]
//   float4 g_vPlaneSettings;           // Offset: 1984 Size:    16 [unused]
//   float4 g_vPlaneOffset;             // Offset: 2000 Size:    16 [unused]
//   float3 GrayK;                      // Offset: 2016 Size:    12 [unused]
//      = 0x3eaa7efa 0x3eaa7efa 0x3eaa7efa 
//   float4 g_vForestFarSettings;       // Offset: 2032 Size:    16
//   float4 DetailOffset;               // Offset: 2048 Size:    16 [unused]
//   float4 DetailSectorOffset;         // Offset: 2064 Size:    16 [unused]
//   float4 DetailSettings;             // Offset: 2080 Size:    16 [unused]
//   float4 ParalaxSettings;            // Offset: 2096 Size:    16 [unused]
//      = 0x3e19999a 0x3f800000 0x43480000 0x00000000 
//   float4 DetailH[64];                // Offset: 2112 Size:  1024 [unused]
//   float4 DetailRTCoords;             // Offset: 3136 Size:    16 [unused]
//   float4 g_vPRTSettings;             // Offset: 3152 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x42480000 0x3a000000 
//   float4 g_avMask[4];                // Offset: 3168 Size:    64 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0x3f800000 0x00000000 0x00000000 
//        0x00000000 0x00000000 0x3f800000 0x00000000 
//        0x00000000 0x00000000 0x00000000 0x3f800000 
//   float4 g_avPRTMask[4];             // Offset: 3232 Size:    64 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0x3f800000 0x00000000 0x00000000 
//        0x00000000 0x00000000 0x3f800000 0x00000000 
//        0x00000000 0x00000000 0x00000000 0x3f800000 
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// LerpSampler                       sampler      NA          NA    0        1
// g_tCachedNormals                  texture  float4          2d    0        1
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xy          0     NONE   float   xy  
// SV_VertexID              0   x           1   VERTID    uint   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xy          3     NONE   float   xy  
// TEXCOORD                 3     zw        3     NONE   float     zw
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xy          5     NONE   float   xy  
// TEXCOORD                 5     zw        5     NONE   float     zw
// TEXCOORD                 6   xyz         6     NONE   float   xyz 
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[128], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xy
dcl_input_sgv v1.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o3.zw
dcl_output o4.xyzw
dcl_output o5.xy
dcl_output o5.zw
dcl_output o6.xyz
dcl_output o7.xyzw
// dcl_temps updated : previous = dcl_temps 5
dcl_temps 8
// added 3dmigoto declaration
dcl_resource_texture1d (float,float,float,float) t120
ld_indexable(texture1d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t120.xyzw
mov r7.x, r6.w
mov r7.y, r6.w
mov r7.zw, l(1.0, 1.0)
// end of 3dmigoto declaration
mad r0.xy, v0.yxyy, l(255.000000, 255.000000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
ftou r0.xy, r0.xyxx
ishl r0.x, r0.x, l(8)
iadd r0.x, r0.x, r0.y
ige r0.y, r0.x, l(0x00008000)
if_nz r0.y
  iadd r0.x, r0.x, l(0xffff0000)
endif 
itof r0.x, r0.x
ftoi r0.y, cb0[114].x
ige r0.z, v1.x, r0.y
if_nz r0.z
  iadd r1.xyz, r0.yyyy, l(16, 32, 48, 0)
  ilt r0.zw, v1.xxxx, r1.xxxy
  if_nz r0.z
    iadd r0.z, v1.x, -r0.y
    itof r0.z, r0.z
    mul r0.z, r0.z, cb0[114].y
    mad r2.y, r0.z, l(50.000000), cb0[114].w
    mov r2.x, cb0[114].z
  else 
    mov r2.xy, l(0,0,0,0)
  endif 
  ige r0.z, v1.x, r1.x
  and r0.z, r0.w, r0.z
  if_nz r0.z
    iadd r0.z, v1.x, l(-16)
    iadd r0.w, r0.z, -r0.y
    itof r0.w, r0.w
    mul r0.w, r0.w, cb0[114].y
    mad r2.x, r0.w, l(50.000000), cb0[114].z
    mov r2.y, cb0[114].w
  else 
    mov r0.z, v1.x
  endif 
  ige r0.w, r0.z, r1.z
  if_nz r0.w
    iadd r0.z, r0.z, l(-48)
    iadd r0.w, r0.z, -r0.y
    itof r0.w, r0.w
    mul r0.w, r0.w, cb0[114].y
    mad r2.y, r0.w, l(50.000000), cb0[114].w
    mad r0.w, cb0[114].y, l(800.000000), cb0[114].z
    add r2.x, r0.w, -cb0[114].y
  endif 
  ige r0.w, r0.z, r1.y
  ilt r1.x, r0.z, r1.z
  and r0.w, r0.w, r1.x
  if_nz r0.w
    iadd r0.z, r0.z, l(-32)
    iadd r0.y, r0.z, -r0.y
    itof r0.y, r0.y
    mul r0.y, r0.y, cb0[114].y
    mad r2.x, r0.y, l(50.000000), cb0[114].z
    mad r0.y, cb0[114].y, l(800.000000), cb0[114].w
    add r2.y, r0.y, -cb0[114].y
  endif 
else 
  xor r0.y, v1.x, l(257)
  imax r0.z, v1.x, -v1.x
  udiv r0.z, null, r0.z, l(257)
  ineg r0.w, r0.z
  and r0.y, r0.y, l(0x80000000)
  movc r0.y, r0.y, r0.w, r0.z
  itof r1.y, r0.y
  imad r0.y, r0.y, l(-257), v1.x
  itof r1.x, r0.y
  mul r2.xy, r1.xyxx, l(50.000000, 50.000000, 0.000000, 0.000000)
endif 
mad r2.z, r0.x, cb0[122].z, cb0[122].w
mul r0.xy, r2.yxyy, l(0.0000781249983, 0.0000781249983, 0.000000, 0.000000)
add r1.xyz, r2.xzyx, cb0[112].xyzx
mov r1.w, l(1.000000)
// replacing matrix usage :dp4 r3.x, r1.xyzw, cb0[99].xyzw
dp4 r5.x, r1.xyzw, cb0[99].xyzw
mul r3.x, r5.x, r7.x
// replacing matrix usage :dp4 r3.y, r1.xyzw, cb0[100].xyzw
dp4 r5.y, r1.xyzw, cb0[100].xyzw
mul r3.y, r5.y, r7.y
dp4 o0.z, r1.xyzw, cb0[101].xyzw
dp4 r3.w, r1.xyzw, cb0[102].xyzw
dp4 o2.z, r1.xyzw, cb0[0].xyzw
dp4 o2.w, r1.xyzw, cb0[2].xyzw
add r0.zw, r2.yyyx, cb0[113].wwwz
mul r0.zw, r0.zzzw, cb0[113].xxxy
div r2.z, r3.x, r3.w
mad o4.x, r2.z, l(0.500000), l(0.500000)
div r2.z, -r3.y, r3.w
mad o4.y, r2.z, l(0.500000), l(0.500000)
add r2.zw, r2.xxxy, cb0[119].xxxy
add r4.xy, r2.xyxx, -cb0[121].xyxx
div r4.xy, r4.xyxx, cb0[122].xyxx
add r4.zw, -cb0[119].xxxy, cb0[120].xxxy
add r3.z, r4.y, l(-0.000100)
mad o2.x, r4.x, r4.z, cb0[119].x
mad o2.y, r3.z, r4.w, cb0[119].y
mad o3.xy, -r2.xyxx, l(0.005000, 0.005000, 0.000000, 0.000000), l(1.000000, 1.000000, 0.000000, 0.000000)
mad o3.zw, -r2.zzzw, l(0.000000, 0.000000, 0.000625, 0.000625), l(0.000000, 0.000000, 1.000000, 1.000000)
dp3 r2.x, r1.xyzx, r1.xyzx
sqrt r2.y, r2.x
add r2.z, r2.y, -cb0[65].x
mul_sat o1.w, r2.z, cb0[65].y
rsq r2.x, r2.x
mul r2.xzw, r1.xxyz, r2.xxxx
mad r0.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000)
sample_l r4.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mad r4.xyz, r4.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3_sat r3.z, r4.xyzx, -cb0[52].xyzx
dp3 r4.x, -r2.xzwx, cb0[52].xyzx
mul r4.x, r3.z, r4.x
mul_sat r4.x, r4.x, cb0[127].x
dp3 r4.y, r2.xzwx, cb0[52].xyzx
max r4.x, r4.x, r4.y
mul o1.xyz, r3.zzzz, r4.xxxx
mul r2.y, r2.y, cb0[64].x
min r2.y, r2.y, l(1.000000)
dp4 r1.w, r1.xyzw, cb0[60].xyzw
ge r3.z, cb0[59].z, l(0.000000)
if_nz r3.z
  lt r3.z, r1.w, -cb0[62].y
  if_nz r3.z
    mov r1.w, -cb0[62].y
  endif 
  ge r3.z, r1.w, l(0.000000)
  if_nz r3.z
    mov o7.w, l(0)
    mov r3.z, l(0)
    mov r4.x, l(-1)
  else 
    dp3 r4.y, -r1.xyzx, -r1.xyzx
    rsq r4.y, r4.y
    mul r4.yzw, -r1.xxyz, r4.yyyy
    dp3 r4.y, cb0[60].xyzx, r4.yzwy
    lt r4.z, l(0.000100), |r4.y|
    if_nz r4.z
      div r4.y, l(1.000000, 1.000000, 1.000000, 1.000000), r4.y
      add r4.z, -r1.w, cb0[59].z
      mul r4.w, r4.y, cb0[59].z
      mad r3.z, r4.z, r4.y, -r4.w
    else 
      mov r3.z, l(0)
    endif 
    lt r4.x, r3.z, l(0.000100)
    if_nz r4.x
      mov o7.w, l(0)
    endif 
  endif 
  if_z r4.x
    mul r3.z, r3.z, cb0[62].x
    mul r3.z, r3.z, l(1.44254541)
    exp r3.z, r3.z
    div r3.z, l(1.000000, 1.000000, 1.000000, 1.000000), r3.z
    add o7.w, -r3.z, l(1.000000)
  endif 
else 
  ge r1.w, r1.w, l(0.000000)
  if_nz r1.w
    dp3 r1.w, -r1.xyzx, -r1.xyzx
    rsq r1.w, r1.w
    mul r4.xyz, r1.wwww, -r1.xyzx
    dp3 r1.w, cb0[60].xyzx, r4.xyzx
    lt r3.z, l(0.000100), |r1.w|
    if_nz r3.z
      div r1.w, cb0[59].z, r1.w
    endif 
    lt r3.z, r1.w, l(0.000100)
    if_nz r3.z
      mov o7.w, l(0)
    endif 
  else 
    dp3 r1.x, -r1.xyzx, -r1.xyzx
    sqrt r1.w, r1.x
    mov r3.z, l(0)
  endif 
  if_z r3.z
    mul r1.x, r1.w, cb0[62].x
    mul r1.x, r1.x, l(1.44254541)
    exp r1.x, r1.x
    div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
    add r1.x, r1.x, l(-1.000000)
    mov o7.w, -r1.x
  endif 
endif 
dp3 r1.x, cb0[63].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.x, l(0.001000), r1.x
lt r1.y, r2.y, cb0[59].x
if_nz r1.y
  mul r1.y, r2.y, cb0[59].y
  div r1.y, r1.y, cb0[59].x
else 
  add r1.zw, -cb0[59].yyyx, l(0.000000, 0.000000, 1.000000, 1.000000)
  add r3.z, r2.y, -cb0[59].x
  mul r1.z, r1.z, r3.z
  div r1.z, r1.z, r1.w
  add r1.y, r1.z, cb0[59].y
endif 
mul r1.yzw, r1.yyyy, cb0[63].xxyz
log r1.yzw, r1.yyzw
mul r1.yzw, r1.yyzw, cb0[63].wwww
exp r1.yzw, r1.yyzw
mul r1.yzw, r1.yyzw, l(0.000000, -1.442695, -1.442695, -1.442695)
exp r1.yzw, r1.yyzw
add r1.yzw, -r1.yyzw, l(0.000000, 1.000000, 1.000000, 1.000000)
lt r3.z, l(0.800000), r2.y
and r1.x, r1.x, r3.z
if_nz r1.x
  add r1.x, r2.y, l(-0.800000)
  mul r1.x, r1.x, l(5.000000)
  add r4.xyz, -r1.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000)
  mad r1.yzw, r1.xxxx, r4.xxyz, r1.yyzw
endif 
add r1.x, cb0[64].w, l(-0.250000)
add r1.x, r1.x, r1.x
dp3 r3.z, r1.yzwy, l(0.333300, 0.333300, 0.333300, 0.000000)
add r4.xyz, -r1.yzwy, r3.zzzz
mad o7.xyz, r1.xxxx, r4.xyzx, r1.yzwy
mad o4.z, -r2.y, l(0.500000), l(0.500000)
mov o0.xyw, r3.xyxw
mov o4.w, r3.w
mad o5.xy, r0.zwzz, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000)
mov o5.zw, r0.xxxy
mov o6.xyz, -r2.xzwx
ret 
// Approximately 219 instruction slots used
