//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:12:15 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 g_vWindDir;                 // Offset: 2048 Size:    16 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//   float4 DetailOffset;               // Offset: 2064 Size:    16 [unused]
//   float4 DetailSectorOffset;         // Offset: 2080 Size:    16 [unused]
//   float4 DetailSettings;             // Offset: 2096 Size:    16 [unused]
//   float4 ParalaxSettings;            // Offset: 2112 Size:    16 [unused]
//      = 0x3e19999a 0x3f800000 0x43480000 0x00000000 
//   float4 DetailH[64];                // Offset: 2128 Size:  1024 [unused]
//   float4 DetailRTCoords;             // Offset: 3152 Size:    16 [unused]
//   float4 g_vPRTSettings;             // Offset: 3168 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x42480000 0x3a000000 
//   float4 g_avMask[4];                // Offset: 3184 Size:    64 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0x3f800000 0x00000000 0x00000000 
//        0x00000000 0x00000000 0x3f800000 0x00000000 
//        0x00000000 0x00000000 0x00000000 0x3f800000 
//   float4 g_avPRTMask[4];             // Offset: 3248 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 5
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)
dp4 r3.x, r1.xyzw, cb0[99].xyzw
dp4 r3.y, r1.xyzw, cb0[100].xyzw
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
