//floor reflections
// ---- Created with 3Dmigoto v0.6.164 on Mon Oct 26 02:45:41 2026

cbuffer FrameConstants : register(b0)
{
  float4x4 g_xView : packoffset(c0);
  float4x4 g_xProj : packoffset(c4);
  float4x4 g_xViewProj : packoffset(c8);
  float4x4 g_xInvView : packoffset(c12);
  float4x4 g_xInvProj : packoffset(c16);
  float4x4 g_xInvViewProj : packoffset(c20);
  float3 g_xCamPos : packoffset(c24);
  float2 g_xRcpScreenDims : packoffset(c25);
  float2 g_xDepthProjViewUnpack : packoffset(c25.z);
  float4 g_axViewFrustumPlanes[6] : packoffset(c26);
}

cbuffer PrimitiveConstants : register(b3)
{
  float4 g_xRedSH : packoffset(c0);
  float4 g_xGreenSH : packoffset(c1);
  float4 g_xBlueSH : packoffset(c2);
  float3 g_xSHLightDirection : packoffset(c3);
  float g_fFogColourMult : packoffset(c3.w);
  float4 g_xSHLightColour : packoffset(c4);
  float4 g_xSelfIlluminationParameters : packoffset(c5);
  float3 g_xAlbedoModifier : packoffset(c6);
  float4 g_xUV_Offsets : packoffset(c7);
}



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


void main(
  float4 v0 : POSITION0,
  float4 v1 : COLOR0,
  float3 v2 : NORMAL0,
  float4 v3 : TANGENT0,
  float4 v4 : TANGENT1,
  float4 v5 : TEXCOORD0,
  float4 v6 : TEXCOORD1,
  float4 v7 : TEXCOORD2,
  float4 v8 : TEXCOORD3,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float4 o5 : TEXCOORD4,
  out float4 o6 : TEXCOORD5,
  out float4 o7 : TANGENT0,
  out float4 o8 : TANGENT1,
  out float4 o9 : NORMAL0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 s = StereoParams.Load(0);
float4 testeo = IniParams.Load(int2(90,0));  
float3 camRight = g_xView._m00_m10_m20;   

  r0.xyzw = g_xViewProj._m01_m11_m21_m31 * v0.yyyy;
  r0.xyzw = g_xViewProj._m00_m10_m20_m30 * v0.xxxx + r0.xyzw;
  r0.xyzw = g_xViewProj._m02_m12_m22_m32 * v0.zzzz + r0.xyzw;
  r0.xyzw = g_xViewProj._m03_m13_m23_m33 * v0.wwww + r0.xyzw;
  o0.xyzw = r0.xyzw;
  o5.w = r0.w;
  o1.xyzw = g_xUV_Offsets.xyzw + v5.xyzw;
  o2.xyzw = v6.xyzw;
  o3.xyzw = v7.xyzw;
  o4.xyzw = v8.xyzw;
  r0.xyz = g_xCamPos.xyz + -v0.xyz;
  o5.xyz = r0.xyz;

//o5.x += camRight.x * s.x * (1 - s.y * -1.9699986 ) * 0.5 ;
o5.x += camRight.x * s.x * (1 - s.y / -0.320000172 ) * 0.5 ;

  
  r1.xyz = v3.zxy * v2.yzx;
  r1.xyz = v3.yzx * v2.zxy + -r1.xyz;
  r1.xyz = v3.www * r1.xyz;
  o6.y = dot(r1.xyz, r0.xyz);
  o6.w = v1.w;
  o6.x = dot(v3.xyz, r0.xyz);
  o6.z = dot(v2.xyz, r0.xyz);
  o7.xyzw = v3.xyzw;
  o8.xyzw = v4.xyzw;
  o9.xyz = v2.xyz;
  o9.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
//   using 3Dmigoto v0.6.164 on Mon Oct 26 02:45:41 2026
//
//
// Buffer Definitions:
//
// cbuffer FrameConstants
// {
//
//   float4x4 g_xView;                  // Offset:    0 Size:    64 [unused]
//   float4x4 g_xProj;                  // Offset:   64 Size:    64 [unused]
//   float4x4 g_xViewProj;              // Offset:  128 Size:    64
//   float4x4 g_xInvView;               // Offset:  192 Size:    64 [unused]
//   float4x4 g_xInvProj;               // Offset:  256 Size:    64 [unused]
//   float4x4 g_xInvViewProj;           // Offset:  320 Size:    64 [unused]
//   float3 g_xCamPos;                  // Offset:  384 Size:    12
//   float2 g_xRcpScreenDims;           // Offset:  400 Size:     8 [unused]
//   float2 g_xDepthProjViewUnpack;     // Offset:  408 Size:     8 [unused]
//   float4 g_axViewFrustumPlanes[6];   // Offset:  416 Size:    96 [unused]
//
// }
//
// cbuffer PrimitiveConstants
// {
//
//   float4 g_xRedSH;                   // Offset:    0 Size:    16 [unused]
//   float4 g_xGreenSH;                 // Offset:   16 Size:    16 [unused]
//   float4 g_xBlueSH;                  // Offset:   32 Size:    16 [unused]
//   float3 g_xSHLightDirection;        // Offset:   48 Size:    12 [unused]
//   float g_fFogColourMult;            // Offset:   60 Size:     4 [unused]
//   float4 g_xSHLightColour;           // Offset:   64 Size:    16 [unused]
//   float4 g_xSelfIlluminationParameters;// Offset:   80 Size:    16 [unused]
//   float3 g_xAlbedoModifier;          // Offset:   96 Size:    12 [unused]
//   float4 g_xUV_Offsets;              // Offset:  112 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// FrameConstants                    cbuffer      NA          NA    0        1
// PrimitiveConstants                cbuffer      NA          NA    3        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// NORMAL                   0   xyz         2     NONE   float   xyz
// TANGENT                  0   xyzw        3     NONE   float   xyzw
// TANGENT                  1   xyzw        4     NONE   float   xyzw
// TEXCOORD                 0   xyzw        5     NONE   float   xyzw
// TEXCOORD                 1   xyzw        6     NONE   float   xyzw
// TEXCOORD                 2   xyzw        7     NONE   float   xyzw
// TEXCOORD                 3   xyzw        8     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                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TANGENT                  0   xyzw        7     NONE   float   xyzw
// TANGENT                  1   xyzw        8     NONE   float   xyzw
// NORMAL                   0   xyzw        9     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer CB0[25], immediateIndexed
dcl_constantbuffer CB3[8], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.w
dcl_input v2.xyz
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_input v6.xyzw
dcl_input v7.xyzw
dcl_input v8.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.xyzw
dcl_output o9.xyzw
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb0[9].xyzw
mad r0.xyzw, cb0[8].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb0[10].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb0[11].xyzw, v0.wwww, r0.xyzw
mov o0.xyzw, r0.xyzw
mov o5.w, r0.w
add o1.xyzw, v5.xyzw, cb3[7].xyzw
mov o2.xyzw, v6.xyzw
mov o3.xyzw, v7.xyzw
mov o4.xyzw, v8.xyzw
add r0.xyz, -v0.xyzx, cb0[24].xyzx
mov o5.xyz, r0.xyzx
mul r1.xyz, v2.yzxy, v3.zxyz
mad r1.xyz, v3.yzxy, v2.zxyz, -r1.xyzx
mul r1.xyz, r1.xyzx, v3.wwww
dp3 o6.y, r1.xyzx, r0.xyzx
mov o6.w, v1.w
dp3 o6.x, v3.xyzx, r0.xyzx
dp3 o6.z, v2.xyzx, r0.xyzx
mov o7.xyzw, v3.xyzw
mov o8.xyzw, v4.xyzw
mov o9.xyz, v2.xyzx
mov o9.w, l(1.000000)
ret
// Approximately 24 instruction slots used

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