//shadows
//VS for PS a83d8d23998a5b6a, dc610a7fb7c7c6ed,..
// ---- Created with 3Dmigoto v1.2.67 on Sat Dec 23 20:43:37 2017
cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[14];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}




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


void main(
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  float3 v2 : TEXCOORD1,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float4 fov : TEXCOORD4)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[3].xyzw + r0.xyzw;
  r1.xyzw = cb3[18].xyzw * r0.yyyy;
  r1.xyzw = cb3[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[19].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb3[20].xyzw * r0.wwww + r1.xyzw;
  o0.xyzw = r0.xyzw;

float4 stereo = StereoParams.Load(0);
//r0.x += stereo.x * (r0.w - stereo.y);

  r0.y = cb0[5].x * r0.y;
  r1.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  r0.yzw = cb1[11].xyz * r0.yyy;
  r0.xyz = cb1[10].xyz * r0.xxx + r0.yzw;
  o1.zw = r1.xw + r1.zz;
  o1.xy = v1.xy;
  o2.xyz = v2.xyz;
  r1.xyz = -cb1[12].xyz + r0.xyz;
  r0.xyz = cb1[12].xyz + r0.xyz;
  r0.xyz = cb1[13].xyz + r0.xyz;
  r1.xyz = cb1[13].xyz + r1.xyz;
  r1.w = -r1.z;
  o3.xyz = r1.xyw;
  r0.w = -r0.z;
  o4.xyz = r0.xyw;

//pass inv projection matrix to PS
fov.x = cb1[10];

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.67 on Sat Dec 23 20:43:37 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz 
// TEXCOORD                 0   xy          1     NONE   float   xy  
// TEXCOORD                 1   xyz         2     NONE   float   xyz 
//
//
// 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   xyz         2     NONE   float   xyz 
// TEXCOORD                 2   xyz         3     NONE   float   xyz 
// TEXCOORD                 3   xyz         4     NONE   float   xyz 
//
vs_4_0
dcl_constantbuffer cb0[6], immediateIndexed
dcl_constantbuffer cb1[14], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyz
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw
mov o0.xyzw, r0.xyzw
mul r0.y, r0.y, cb0[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mul r0.yzw, r0.yyyy, cb1[11].xxyz
mad r0.xyz, cb1[10].xyzx, r0.xxxx, r0.yzwy
add o1.zw, r1.zzzz, r1.xxxw
mov o1.xy, v1.xyxx
mov o2.xyz, v2.xyzx
add r1.xyz, r0.xyzx, -cb1[12].xyzx
add r0.xyz, r0.xyzx, cb1[12].xyzx
add r0.xyz, r0.xyzx, cb1[13].xyzx
add r1.xyz, r1.xyzx, cb1[13].xyzx
mov r1.w, -r1.z
mov o3.xyz, r1.xywx
mov r0.w, -r0.z
mov o4.xyz, r0.xywx
ret 
// Approximately 0 instruction slots used

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