// Shadows all main VS.  high
// ---- Created with 3Dmigoto v1.3.16.45 on Mon Nov 30 23:14:39 2020
cbuffer cb3 : register(b3)
{
  float4 cb3[9];
}

cbuffer cb4 : register(b4)
{
  float4 cb4[4];
}




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


void main(
  float3 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float3 o2 : TEXCOORD1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
   
  r0.xy = -cb3[8].xy + v0.xy;
  r0.x = dot(r0.xy, r0.xy);
  r0.x = sqrt(r0.x);
  r0.x = -cb3[8].z + r0.x;
  r0.x = saturate(cb3[8].w * r0.x);
  r1.xy = v0.xy;
  r1.z = v2.x;
  r0.yzw = -v0.xyz + r1.xyz;
  r0.xyz = r0.xxx * r0.yzw;
  r0.xyz = v0.xyz + r0.xyz;
  r0.w = 1;
  r1.x = dot(cb3[0].xyzw, r0.xyzw);
  r1.y = dot(cb3[1].xyzw, r0.xyzw);
  r1.z = dot(cb3[2].xyzw, r0.xyzw);
  r1.w = 1;
  o0.x = dot(cb4[0].xyzw, r1.xyzw);
  o0.y = dot(cb4[1].xyzw, r1.xyzw);
  o0.z = dot(cb4[2].xyzw, r1.xyzw);
  o0.w = dot(cb4[3].xyzw, r1.xyzw);
  o1.xyz = r1.xyz;
  o2.x = dot(cb3[0].xyz, v1.xyz);
  o2.y = dot(cb3[1].xyz, v1.xyz);
  o2.z = dot(cb3[2].xyz, v1.xyz);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16.45 on Mon Nov 30 23:14:39 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz
// NORMAL                   0   xyz         1     NONE   float   xyz
// TEXCOORD                 0   xy          2     NONE   float   x
//
//
// 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   xyz         2     NONE   float   xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb4[4], immediateIndexed
dcl_constantbuffer cb3[9], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.x
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_output o2.xyz
dcl_temps 2
add [precise(xy)] r0.xy, v0.xyxx, -cb3[8].xyxx
dp2 [precise(x)] r0.x, r0.xyxx, r0.xyxx
sqrt [precise(x)] r0.x, r0.x
add [precise(x)] r0.x, r0.x, -cb3[8].z
mul_sat [precise(x)] r0.x, r0.x, cb3[8].w
mov [precise(xy)] r1.xy, v0.xyxx
mov [precise(z)] r1.z, v2.x
add [precise(yzw)] r0.yzw, r1.xxyz, -v0.xxyz
mul [precise(xyz)] r0.xyz, r0.yzwy, r0.xxxx
add [precise(xyz)] r0.xyz, r0.xyzx, v0.xyzx
mov [precise(w)] r0.w, l(1.000000)
dp4 [precise(x)] r1.x, cb3[0].xyzw, r0.xyzw
dp4 [precise(y)] r1.y, cb3[1].xyzw, r0.xyzw
dp4 [precise(z)] r1.z, cb3[2].xyzw, r0.xyzw
mov [precise(w)] r1.w, l(1.000000)
dp4 [precise(x)] o0.x, cb4[0].xyzw, r1.xyzw
dp4 [precise(y)] o0.y, cb4[1].xyzw, r1.xyzw
dp4 [precise(z)] o0.z, cb4[2].xyzw, r1.xyzw
dp4 [precise(w)] o0.w, cb4[3].xyzw, r1.xyzw
mov [precise(xyz)] o1.xyz, r1.xyzx
dp3 o2.x, cb3[0].xyzx, v1.xyzx
dp3 o2.y, cb3[1].xyzx, v1.xyzx
dp3 o2.z, cb3[2].xyzx, v1.xyzx
ret
// Approximately 0 instruction slots used

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