// water around objects in Tiragarde
// ---- Created with 3Dmigoto v1.3.16.45 on Thu Dec 10 13:15:57 2020
cbuffer cb1 : register(b1)
{
  float4 cb1[42];
}




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


void main(
  float3 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  float2 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 o5 : TEXCOORD4,
  out float4 o6 : TEXCOORD5,
  out float4 o7 : TEXCOORD6,
  out float2 o8 : TEXCOORD7,
  out float2 p8 : TEXCOORD9,
  out float4 o9 : TEXCOORD8,
  out float4 o10 : TEXCOORD10,
  out float o11 : SV_CLIPDISTANCE0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0); 

  r0.xyzw = cb1[5].xyzw * v0.yyyy;
  r0.xyzw = v0.xxxx * cb1[4].xyzw + r0.xyzw;
  r0.xyzw = v0.zzzz * cb1[6].xyzw + r0.xyzw;
  r0.xyzw = cb1[7].xyzw + r0.xyzw;
  r1.xyzw = cb1[9].xyzw * r0.yyyy;
  r1.xyzw = r0.xxxx * cb1[8].xyzw + r1.xyzw;
  r1.xyzw = r0.zzzz * cb1[10].xyzw + r1.xyzw;
  r1.xyzw = r0.wwww * cb1[11].xyzw + r1.xyzw;
  o0.xyzw = r1.xyzw;
  o7.xyzw = r1.xyzw;
  o1.xyz = r0.xyz;
  r0.x = dot(cb1[12].xyz, r0.xyz);
  o11.x = cb1[12].w + r0.x;
  r0.xy = float2(0.5,0.5) + v1.xy;
  r0.xy = float2(-0.03125,-0.03125) * r0.xy;
  r0.zw = cb1[26].yx * r0.yy;
  r0.zw = r0.xx * cb1[25].yx + r0.zw;
  o2.zw = cb1[28].yx + r0.zw;
  r0.zw = float2(0.03125,0.03125) * v1.xy;
  r1.xy = cb1[26].yx * r0.ww;
  r1.xy = r0.zz * cb1[25].yx + r1.xy;
  o2.xy = cb1[28].yx + r1.xy;
  r1.x = 32 * cb1[37].w;
  r1.yz = r1.xx * r0.xy;
  r1.xw = r1.xx * r0.zw;
  r2.xy = cb1[26].yx * r1.zz;
  r1.yz = r1.yy * cb1[25].yx + r2.xy;
  o3.zw = cb1[28].yx + r1.yz;
  r1.yz = cb1[26].yx * r1.ww;
  r1.xy = r1.xx * cb1[25].yx + r1.yz;
  o3.xy = cb1[28].yx + r1.xy;
  r1.xy = cb1[30].xy * r0.ww;
  r0.zw = r0.zz * cb1[29].xy + r1.xy;
  o4.xy = cb1[32].xy + r0.zw;
  r0.yz = cb1[34].xy * r0.yy;
  r0.xy = r0.xx * cb1[33].xy + r0.yz;
  o4.zw = cb1[36].xy + r0.xy;
  o5.xyzw = v2.xyxy;
  r0.xyz = cb1[1].xyz * v0.yyy;
  r0.xyz = v0.xxx * cb1[0].xyz + r0.xyz;
  r0.xyz = v0.zzz * cb1[2].xyz + r0.xyz;
  r0.xyz = cb1[3].xyz + r0.xyz;
  o6.xyz = r0.xyz;
  r0.xy = -cb1[38].xy + r0.xy;
  o8.xy = cb1[38].zw * r0.xy;
  r0.xy = cb1[22].xy * v1.yy;
  r0.xy = v1.xx * cb1[21].xy + r0.xy;
  p8.xy = cb1[24].xy + r0.xy;
  r0.xy = cb1[14].xy * v1.yy;
  r0.xy = v1.xx * cb1[13].xy + r0.xy;
  o9.xy = cb1[16].xy + r0.xy;
  r0.xy = cb1[18].xy * v1.yy;
  r0.xy = v1.xx * cb1[17].xy + r0.xy;
  o9.zw = cb1[20].xy + r0.xy;
  r0.x = -cb1[41].x + v0.z;
  r0.x = 4 * r0.x;
  r0.y = cb1[41].y + -v0.z;
  r0.x = saturate(max(r0.y, r0.x));
  r0.x = 1 + -r0.x;
  o10.w = r0.x * r0.x;
  o10.xy = -cb1[40].xy + v0.xy;
  o10.z = 0;
    
  
o7.x+=stereo.x * (o7.w - stereo.y);  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16.45 on Thu Dec 10 13:15:57 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyz         1     NONE   float   xyz
// 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   xyz         6     NONE   float   xyz
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
// TEXCOORD                 7   xy          8     NONE   float   xy
// TEXCOORD                 9     zw        8     NONE   float     zw
// TEXCOORD                 8   xyzw        9     NONE   float   xyzw
// TEXCOORD                10   xyzw       10     NONE   float   xyzw
// SV_CLIPDISTANCE          0   x          11  CLIPDST   float   x
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[42], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyz
dcl_output o7.xyzw
dcl_output o8.xy
dcl_output o8.zw
dcl_output o9.xyzw
dcl_output o10.xyzw
dcl_output_siv o11.x, clip_distance
dcl_temps 3
mul r0.xyzw, v0.yyyy, cb1[5].xyzw
mad r0.xyzw, v0.xxxx, cb1[4].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb1[6].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[7].xyzw
mul r1.xyzw, r0.yyyy, cb1[9].xyzw
mad r1.xyzw, r0.xxxx, cb1[8].xyzw, r1.xyzw
mad r1.xyzw, r0.zzzz, cb1[10].xyzw, r1.xyzw
mad r1.xyzw, r0.wwww, cb1[11].xyzw, r1.xyzw
mov o0.xyzw, r1.xyzw
mov o7.xyzw, r1.xyzw
mov o1.xyz, r0.xyzx
dp3 r0.x, cb1[12].xyzx, r0.xyzx
add o11.x, r0.x, cb1[12].w
add r0.xy, v1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, l(-0.031250, -0.031250, 0.000000, 0.000000)
mul r0.zw, r0.yyyy, cb1[26].yyyx
mad r0.zw, r0.xxxx, cb1[25].yyyx, r0.zzzw
add o2.zw, r0.zzzw, cb1[28].yyyx
mul r0.zw, v1.xxxy, l(0.000000, 0.000000, 0.031250, 0.031250)
mul r1.xy, r0.wwww, cb1[26].yxyy
mad r1.xy, r0.zzzz, cb1[25].yxyy, r1.xyxx
add o2.xy, r1.xyxx, cb1[28].yxyy
mul r1.x, cb1[37].w, l(32.000000)
mul r1.yz, r0.xxyx, r1.xxxx
mul r1.xw, r0.zzzw, r1.xxxx
mul r2.xy, r1.zzzz, cb1[26].yxyy
mad r1.yz, r1.yyyy, cb1[25].yyxy, r2.xxyx
add o3.zw, r1.yyyz, cb1[28].yyyx
mul r1.yz, r1.wwww, cb1[26].yyxy
mad r1.xy, r1.xxxx, cb1[25].yxyy, r1.yzyy
add o3.xy, r1.xyxx, cb1[28].yxyy
mul r1.xy, r0.wwww, cb1[30].xyxx
mad r0.zw, r0.zzzz, cb1[29].xxxy, r1.xxxy
add o4.xy, r0.zwzz, cb1[32].xyxx
mul r0.yz, r0.yyyy, cb1[34].xxyx
mad r0.xy, r0.xxxx, cb1[33].xyxx, r0.yzyy
add o4.zw, r0.xxxy, cb1[36].xxxy
mov o5.xyzw, v2.xyxy
mul r0.xyz, v0.yyyy, cb1[1].xyzx
mad r0.xyz, v0.xxxx, cb1[0].xyzx, r0.xyzx
mad r0.xyz, v0.zzzz, cb1[2].xyzx, r0.xyzx
add r0.xyz, r0.xyzx, cb1[3].xyzx
mov o6.xyz, r0.xyzx
add r0.xy, r0.xyxx, -cb1[38].xyxx
mul o8.xy, r0.xyxx, cb1[38].zwzz
mul r0.xy, v1.yyyy, cb1[22].xyxx
mad r0.xy, v1.xxxx, cb1[21].xyxx, r0.xyxx
add o8.zw, r0.xxxy, cb1[24].xxxy
mul r0.xy, v1.yyyy, cb1[14].xyxx
mad r0.xy, v1.xxxx, cb1[13].xyxx, r0.xyxx
add o9.xy, r0.xyxx, cb1[16].xyxx
mul r0.xy, v1.yyyy, cb1[18].xyxx
mad r0.xy, v1.xxxx, cb1[17].xyxx, r0.xyxx
add o9.zw, r0.xxxy, cb1[20].xxxy
add r0.x, v0.z, -cb1[41].x
mul r0.x, r0.x, l(4.000000)
add r0.y, -v0.z, cb1[41].y
max_sat r0.x, r0.x, r0.y
add r0.x, -r0.x, l(1.000000)
mul o10.w, r0.x, r0.x
add o10.xy, v0.xyxx, -cb1[40].xyxx
mov o10.z, l(0)
ret
// Approximately 0 instruction slots used

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