//clouds and more things
// ---- Created with geo-11 v0.7.7 on Fri Oct 23 01:28:52 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);
}

cbuffer SkinConstants : register(b5)
{
  float4x4 g_xWorld : packoffset(c0);
  float4x4 g_xWorldViewProj : packoffset(c4);
  float4 g_xShadowFrustum : packoffset(c8);
  row_major float3x4 g_axBoneMatrices[128] : packoffset(c9);
}



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


void main(
  float4 v0 : POSITION0,
  uint4 v1 : BLENDINDICES0,
  float4 v2 : BLENDWEIGHT0,
  float3 v3 : TANGENT0,
  float3 v4 : BINORMAL0,
  float3 v5 : NORMAL0,
  float4 v6 : TEXCOORD0,
  float v7 : TEXCOORD1,
  out float4 o0 : SV_Position0,
  out float3 o1 : TANGENT0,
  out float3 o2 : BINORMAL0,
  out float4 o3 : NORMAL0,
  out float4 o4 : TEXCOORD0,
  out float4 o5 : TEXCOORD1,
  out float4 o6 : TEXCOORD2)
{
  const float4 icb[] = { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000},
                              { -1, 0, 0, 0},
                              { 0, -1, 0, 0},
                              { 0, 0, -1, 0},
                              { 0, 0, 0, -1} };
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 s = StereoParams.Load(0);  
float4 testeo = IniParams.Load(int2(90,0));	
float4 clouds = IniParams.Load(int2(50,0));  


  r0.xyzw = float4(0,0,0,0);
  r1.xyzw = float4(0,0,0,0);
  r2.xyzw = float4(0,0,0,0);
  r3.xy = float2(0,0);
  while (true) {
    r3.z = cmp((int)r3.y >= 4);
    if (r3.z != 0) break;
    r3.z = dot(v2.xyzw, icb[r3.y+0].xyzw);
    r3.w = cmp(0 < r3.z);
    if (r3.w != 0) {
      r4.xyzw = (int4)v1.xyzw & (int4)icb[r3.y+4].xyzw;
      r4.xy = (int2)r4.yw | (int2)r4.xz;
      r3.w = (int)r4.y | (int)r4.x;
      r3.w = (int)r3.w * 3;
      r4.xyz = g_axBoneMatrices[r3.w/3]._m11_m12_m10 * g_axBoneMatrices[r3.w/3]._m02_m00_m01;
      r4.xyz = g_axBoneMatrices[r3.w/3]._m01_m02_m00 * g_axBoneMatrices[r3.w/3]._m12_m10_m11 + -r4.xyz;
      r5.x = g_axBoneMatrices[r3.w/3]._m03 * r3.z;
      r5.y = g_axBoneMatrices[r3.w/3]._m13 * r3.z;
      r5.z = g_axBoneMatrices[r3.w/3]._m23 * r3.z;
      r0.xyz = g_axBoneMatrices[r3.w/3]._m00_m01_m02 * r3.zzz + r0.xyz;
      r1.xyz = g_axBoneMatrices[r3.w/3]._m10_m11_m12 * r3.zzz + r1.xyz;
      r2.xyz = r4.xyz * r3.zzz + r2.xyz;
      r4.x = r0.w;
      r4.y = r1.w;
      r4.z = r2.w;
      r4.xyz = r4.xyz + r5.xyz;
      r3.x = g_axBoneMatrices[r3.w/3]._m22 * r3.z + r3.x;
      r0.w = r4.x;
      r1.w = r4.y;
      r2.w = r4.z;
    }
    r3.y = (int)r3.y + 1;
  }
  r0.w = dot(r0.xyzw, v0.xyzw);
  r1.w = dot(r1.xyzw, v0.xyzw);
  r2.w = dot(r2.xyzw, v0.xyzw);
  r3.y = dot(r0.xyz, v3.xyz);
  r3.z = dot(r1.xyz, v3.xyz);
  r3.w = dot(r2.xyz, v3.xyz);
  r4.x = dot(r0.xyz, v4.xyz);
  r4.y = dot(r1.xyz, v4.xyz);
  r4.z = dot(r2.xyz, v4.xyz);
  r0.x = dot(r0.xyz, v5.xyz);
  r0.y = dot(r1.xyz, v5.xyz);
  r0.z = dot(r2.xyz, v5.xyz);
  r5.xyzw = g_xWorldViewProj._m01_m11_m21_m31 * r1.wwww;
  r5.xyzw = g_xWorldViewProj._m00_m10_m20_m30 * r0.wwww + r5.xyzw;
  r5.xyzw = g_xWorldViewProj._m02_m12_m22_m32 * r2.wwww + r5.xyzw;
  r5.xyzw = g_xWorldViewProj._m03_m13_m23_m33 + r5.xyzw;
  r1.xyz = g_xWorld._m01_m11_m21 * r3.zzz;
  r1.xyz = g_xWorld._m00_m10_m20 * r3.yyy + r1.xyz;
  r1.xyz = g_xWorld._m02_m12_m22 * r3.www + r1.xyz;
  r2.xyz = g_xWorld._m01_m11_m21 * r4.yyy;
  r2.xyz = g_xWorld._m00_m10_m20 * r4.xxx + r2.xyz;
  r2.xyz = g_xWorld._m02_m12_m22 * r4.zzz + r2.xyz;
  r3.yzw = g_xWorld._m01_m11_m21 * r0.yyy;
  r3.yzw = g_xWorld._m00_m10_m20 * r0.xxx + r3.yzw;
  r0.xyz = g_xWorld._m02_m12_m22 * r0.zzz + r3.yzw;
  o4.xyzw = g_xUV_Offsets.xyzw + v6.xyzw;
  o6.w = v7.x * r3.x;
  r3.xyz = g_xWorld._m01_m11_m21 * r1.www;
  r3.xyz = g_xWorld._m00_m10_m20 * r0.www + r3.xyz;
  r3.xyz = g_xWorld._m02_m12_m22 * r2.www + r3.xyz;
  r3.xyz = g_xWorld._m03_m13_m23 + r3.xyz;
  r3.xyz = g_xCamPos.xyz + -r3.xyz;
  o6.x = dot(r1.xyz, r3.xyz);
  o6.y = dot(r2.xyz, r3.xyz);
  o6.z = dot(r0.xyz, r3.xyz);
  o0.xyzw = r5.xyzw;
  o3.xyz = r0.xyz;
  o3.w = 1;
  o5.w = r5.w;
  o5.xyz = r3.xyz;
  o1.xyz = r1.xyz;
  o2.xyz = r2.xyz;
  
if (clouds.x == 1){
    o0.x += s.x * s.y;   
}

  
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
//   using 3Dmigoto v0.7.7 on Fri Oct 23 01:28:52 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 [unused]
//   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
//
// }
//
// cbuffer SkinConstants
// {
//
//   float4x4 g_xWorld;                 // Offset:    0 Size:    64
//   float4x4 g_xWorldViewProj;         // Offset:   64 Size:    64
//   float4 g_xShadowFrustum;           // Offset:  128 Size:    16 [unused]
//   row_major float3x4 g_axBoneMatrices[128];// Offset:  144 Size:  6144
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// FrameConstants                    cbuffer      NA          NA    0        1
// PrimitiveConstants                cbuffer      NA          NA    3        1
// SkinConstants                     cbuffer      NA          NA    5        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// BLENDINDICES             0   xyzw        1     NONE    uint   xyzw
// BLENDWEIGHT              0   xyzw        2     NONE   float   xyzw
// TANGENT                  0   xyz         3     NONE   float   xyz
// BINORMAL                 0   xyz         4     NONE   float   xyz
// NORMAL                   0   xyz         5     NONE   float   xyz
// TEXCOORD                 0   xyzw        6     NONE   float   xyzw
// TEXCOORD                 1   x           7     NONE   float   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TANGENT                  0   xyz         1     NONE   float   xyz
// BINORMAL                 0   xyz         2     NONE   float   xyz
// NORMAL                   0   xyzw        3     NONE   float   xyzw
// TEXCOORD                 0   xyzw        4     NONE   float   xyzw
// TEXCOORD                 1   xyzw        5     NONE   float   xyzw
// TEXCOORD                 2   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000},
                              { -1, 0, 0, 0},
                              { 0, -1, 0, 0},
                              { 0, 0, -1, 0},
                              { 0, 0, 0, -1} }
dcl_constantbuffer CB0[25], immediateIndexed
dcl_constantbuffer CB3[8], immediateIndexed
dcl_constantbuffer CB5[393], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_input v3.xyz
dcl_input v4.xyz
dcl_input v5.xyz
dcl_input v6.xyzw
dcl_input v7.x
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_temps 6
mov r0.xyzw, l(0,0,0,0)
mov r1.xyzw, l(0,0,0,0)
mov r2.xyzw, l(0,0,0,0)
mov r3.xy, l(0,0,0,0)
loop
  ige r3.z, r3.y, l(4)
  breakc_nz r3.z
  dp4 r3.z, v2.xyzw, icb[r3.y + 0].xyzw
  lt r3.w, l(0.000000), r3.z
  if_nz r3.w
    and r4.xyzw, v1.xyzw, icb[r3.y + 4].xyzw
    or r4.xy, r4.ywyy, r4.xzxx
    or r3.w, r4.y, r4.x
    imul null, r3.w, r3.w, l(3)
    mul r4.xyz, cb5[r3.w + 9].zxyz, cb5[r3.w + 10].yzxy
    mad r4.xyz, cb5[r3.w + 9].yzxy, cb5[r3.w + 10].zxyz, -r4.xyzx
    mul r5.x, r3.z, cb5[r3.w + 9].w
    mul r5.y, r3.z, cb5[r3.w + 10].w
    mul r5.z, r3.z, cb5[r3.w + 11].w
    mad r0.xyz, cb5[r3.w + 9].xyzx, r3.zzzz, r0.xyzx
    mad r1.xyz, cb5[r3.w + 10].xyzx, r3.zzzz, r1.xyzx
    mad r2.xyz, r4.xyzx, r3.zzzz, r2.xyzx
    mov r4.x, r0.w
    mov r4.y, r1.w
    mov r4.z, r2.w
    add r4.xyz, r5.xyzx, r4.xyzx
    mad r3.x, cb5[r3.w + 11].z, r3.z, r3.x
    mov r0.w, r4.x
    mov r1.w, r4.y
    mov r2.w, r4.z
  endif
  iadd r3.y, r3.y, l(1)
endloop
dp4 r0.w, r0.xyzw, v0.xyzw
dp4 r1.w, r1.xyzw, v0.xyzw
dp4 r2.w, r2.xyzw, v0.xyzw
dp3 r3.y, r0.xyzx, v3.xyzx
dp3 r3.z, r1.xyzx, v3.xyzx
dp3 r3.w, r2.xyzx, v3.xyzx
dp3 r4.x, r0.xyzx, v4.xyzx
dp3 r4.y, r1.xyzx, v4.xyzx
dp3 r4.z, r2.xyzx, v4.xyzx
dp3 r0.x, r0.xyzx, v5.xyzx
dp3 r0.y, r1.xyzx, v5.xyzx
dp3 r0.z, r2.xyzx, v5.xyzx
mul r5.xyzw, r1.wwww, cb5[5].xyzw
mad r5.xyzw, cb5[4].xyzw, r0.wwww, r5.xyzw
mad r5.xyzw, cb5[6].xyzw, r2.wwww, r5.xyzw
add r5.xyzw, r5.xyzw, cb5[7].xyzw
mul r1.xyz, r3.zzzz, cb5[1].xyzx
mad r1.xyz, cb5[0].xyzx, r3.yyyy, r1.xyzx
mad r1.xyz, cb5[2].xyzx, r3.wwww, r1.xyzx
mul r2.xyz, r4.yyyy, cb5[1].xyzx
mad r2.xyz, cb5[0].xyzx, r4.xxxx, r2.xyzx
mad r2.xyz, cb5[2].xyzx, r4.zzzz, r2.xyzx
mul r3.yzw, r0.yyyy, cb5[1].xxyz
mad r3.yzw, cb5[0].xxyz, r0.xxxx, r3.yyzw
mad r0.xyz, cb5[2].xyzx, r0.zzzz, r3.yzwy
add o4.xyzw, v6.xyzw, cb3[7].xyzw
mul o6.w, r3.x, v7.x
mul r3.xyz, r1.wwww, cb5[1].xyzx
mad r3.xyz, cb5[0].xyzx, r0.wwww, r3.xyzx
mad r3.xyz, cb5[2].xyzx, r2.wwww, r3.xyzx
add r3.xyz, r3.xyzx, cb5[3].xyzx
add r3.xyz, -r3.xyzx, cb0[24].xyzx
dp3 o6.x, r1.xyzx, r3.xyzx
dp3 o6.y, r2.xyzx, r3.xyzx
dp3 o6.z, r0.xyzx, r3.xyzx
mov o0.xyzw, r5.xyzw
mov o3.xyz, r0.xyzx
mov o3.w, l(1.000000)
mov o5.w, r5.w
mov o5.xyz, r3.xyzx
mov o1.xyz, r1.xyzx
mov o2.xyz, r2.xyzx
ret
// Approximately 76 instruction slots used

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