// Water (Reflections?) VS

cbuffer _Globals : register(b0)
{
  bool PhyreMaterialSwitches : packoffset(c0);
  float4x4 World : packoffset(c1);
  float3x3 WorldInverseTranspose : packoffset(c5);
  float Time : packoffset(c7.w);
  float4 HeightFieldDimensions : packoffset(c8);
  float3 HeightFieldOrigin : packoffset(c9);
  float FresnelScale : packoffset(c9.w);
  float3 FogColor : packoffset(c10);
  float FogDensity : packoffset(c10.w);
  float FogStartDistance : packoffset(c11);
  float FogHeightFalloff : packoffset(c11.y);
  float FogHeightStart : packoffset(c11.z);
  float SunDirectionX : packoffset(c11.w) = {0};
  float SunDirectionY : packoffset(c12) = {4.19999981};
  float SunDirectionZ : packoffset(c12.y) = {0.699999988};
  float SpecularAlbedo : packoffset(c12.z) = {0.0799999982};
  float3 SunColor : packoffset(c13) = {0.5,0.5,0.200000003};
  float SunIntensity : packoffset(c13.w) = {1};
  float3 ColorExtinction : packoffset(c14) = {0.467000008,0.114,0.101999998};
  float3 BackScatterColor : packoffset(c15) = {0,0.023,0.0120000001};
  float Roughness : packoffset(c15.w) = {0.200000003};
  float ExtinctionScale : packoffset(c16) = {350};
  float3 SubSurfaceScatterColor : packoffset(c16.y) = {0,0.0500000007,0.00999999978};
  float BlendOceanStart : packoffset(c17) = {0};
  float BlendOceanEnd : packoffset(c17.y) = {2};
}

cbuffer SceneWideParameterConstantBuffer : register(b1)
{
  float4x4 ViewProjection : packoffset(c0);
  float4x4 View : packoffset(c4);
  float4x4 Projection : packoffset(c8);
  float4x4 ViewInverse : packoffset(c12);
  float3 EyePosition : packoffset(c16);
  float cameraNearTimesFar : packoffset(c16.w);
  float3 GlobalAmbientColor : packoffset(c17);
  float cameraFarMinusNear : packoffset(c17.w);
  float2 cameraNearFar : packoffset(c18);
  float2 ViewportWidthHeight : packoffset(c18.z);
  float2 screenWidthHeightInv : packoffset(c19);
  float2 screenWidthHeight : packoffset(c19.z);
  float4x4 PrevViewProj : packoffset(c20);
  float4 Jitter : packoffset(c24);
  float2 InvProjXY : packoffset(c25);
  uint PointLightCount : packoffset(c25.z);
  uint SpotLightCount : packoffset(c25.w);
  uint FoliageSpheresCount : packoffset(c26);
  float time : packoffset(c26.y);
  float2 CubeFadeValues : packoffset(c26.z);
  float4 FogParameters0 : packoffset(c27);
  float4 FogParameters1 : packoffset(c28);
  float4 FogParameters2 : packoffset(c29);
  float4 FogParameters3 : packoffset(c30);
  float3 CubeSunDir : packoffset(c31);
  float padding0 : packoffset(c31.w);
  float3 CubeSunColor : packoffset(c32);
  float padding1 : packoffset(c32.w);
  float2 WindDirection : packoffset(c33);
}

SamplerState LinearSampler_s : register(s0);
Texture2D<float4> HeightField : register(t0);


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


void main( 
  float3 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0,
  out float4 o2 : COLOR0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = v0.xyz;
  r0.w = 1;
  r1.x = dot(r0.xyzw, World._m00_m10_m20_m30);
  r1.y = dot(r0.xyzw, World._m01_m11_m21_m31);
  r1.xy = -HeightFieldOrigin.xy + r1.xy;
  r1.xy = r1.xy / HeightFieldDimensions.xy;
  r2.xyzw = HeightField.SampleLevel(LinearSampler_s, r1.xy, 0).xyzw;
  o1.xy = r1.xy;
  r1.xy = float2(0.0500000007,0.0500000007) * r2.yz;
  r1.z = HeightFieldOrigin.z + r2.x;
  r1.w = dot(r1.xy, r1.xy);
  r1.w = sqrt(r1.w);
  r2.x = 9.99999975e-005 + r1.w;
  r1.w = min(0.0149999997, r1.w);
  r1.xy = r1.xy / r2.xx;
  r0.xy = r1.xy * r1.ww + v0.xy;
  r1.x = dot(r0.xyzw, World._m02_m12_m22_m32);
  r1.y = cmp(v2.x < 1);
  r1.z = r1.y ? r1.z : r1.x;
  r1.x = dot(r0.xyzw, World._m00_m10_m20_m30);
  r1.y = dot(r0.xyzw, World._m01_m11_m21_m31);
  r1.w = 1;
  o0.x = dot(r1.xyzw, ViewProjection._m00_m10_m20_m30);
  o0.y = dot(r1.xyzw, ViewProjection._m01_m11_m21_m31);
  o0.z = dot(r1.xyzw, ViewProjection._m02_m12_m22_m32);
  o0.w = dot(r1.xyzw, ViewProjection._m03_m13_m23_m33);
  o2.xyzw = v2.xyzw;
  
  
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.47 on Thu Dec 01 18:30:34 2016
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   bool PhyreMaterialSwitches;        // Offset:    0 Size:     4 [unused]
//   float4x4 World;                    // Offset:   16 Size:    64
//   float3x3 WorldInverseTranspose;    // Offset:   80 Size:    44 [unused]
//   float Time;                        // Offset:  124 Size:     4 [unused]
//   float4 HeightFieldDimensions;      // Offset:  128 Size:    16
//   float3 HeightFieldOrigin;          // Offset:  144 Size:    12
//   float FresnelScale;                // Offset:  156 Size:     4 [unused]
//   float3 FogColor;                   // Offset:  160 Size:    12 [unused]
//   float FogDensity;                  // Offset:  172 Size:     4 [unused]
//   float FogStartDistance;            // Offset:  176 Size:     4 [unused]
//   float FogHeightFalloff;            // Offset:  180 Size:     4 [unused]
//   float FogHeightStart;              // Offset:  184 Size:     4 [unused]
//   float SunDirectionX;               // Offset:  188 Size:     4 [unused]
//      = 0x00000000 
//   float SunDirectionY;               // Offset:  192 Size:     4 [unused]
//      = 0x40866666 
//   float SunDirectionZ;               // Offset:  196 Size:     4 [unused]
//      = 0x3f333333 
//   float SpecularAlbedo;              // Offset:  200 Size:     4 [unused]
//      = 0x3da3d70a 
//   float3 SunColor;                   // Offset:  208 Size:    12 [unused]
//      = 0x3f000000 0x3f000000 0x3e4ccccd 
//   float SunIntensity;                // Offset:  220 Size:     4 [unused]
//      = 0x3f800000 
//   float3 ColorExtinction;            // Offset:  224 Size:    12 [unused]
//      = 0x3eef1aa0 0x3de978d5 0x3dd0e560 
//   float3 BackScatterColor;           // Offset:  240 Size:    12 [unused]
//      = 0x00000000 0x3cbc6a7f 0x3c449ba6 
//   float Roughness;                   // Offset:  252 Size:     4 [unused]
//      = 0x3e4ccccd 
//   float ExtinctionScale;             // Offset:  256 Size:     4 [unused]
//      = 0x43af0000 
//   float3 SubSurfaceScatterColor;     // Offset:  260 Size:    12 [unused]
//      = 0x00000000 0x3d4ccccd 0x3c23d70a 
//   float BlendOceanStart;             // Offset:  272 Size:     4 [unused]
//      = 0x00000000 
//   float BlendOceanEnd;               // Offset:  276 Size:     4 [unused]
//      = 0x40000000 
//
// }
//
// cbuffer SceneWideParameterConstantBuffer
// {
//
//   float4x4 ViewProjection;           // Offset:    0 Size:    64
//   float4x4 View;                     // Offset:   64 Size:    64 [unused]
//   float4x4 Projection;               // Offset:  128 Size:    64 [unused]
//   float4x4 ViewInverse;              // Offset:  192 Size:    64 [unused]
//   float3 EyePosition;                // Offset:  256 Size:    12 [unused]
//   float cameraNearTimesFar;          // Offset:  268 Size:     4 [unused]
//   float3 GlobalAmbientColor;         // Offset:  272 Size:    12 [unused]
//   float cameraFarMinusNear;          // Offset:  284 Size:     4 [unused]
//   float2 cameraNearFar;              // Offset:  288 Size:     8 [unused]
//   float2 ViewportWidthHeight;        // Offset:  296 Size:     8 [unused]
//   float2 screenWidthHeightInv;       // Offset:  304 Size:     8 [unused]
//   float2 screenWidthHeight;          // Offset:  312 Size:     8 [unused]
//   float4x4 PrevViewProj;             // Offset:  320 Size:    64 [unused]
//   float4 Jitter;                     // Offset:  384 Size:    16 [unused]
//   float2 InvProjXY;                  // Offset:  400 Size:     8 [unused]
//   uint PointLightCount;              // Offset:  408 Size:     4 [unused]
//   uint SpotLightCount;               // Offset:  412 Size:     4 [unused]
//   uint FoliageSpheresCount;          // Offset:  416 Size:     4 [unused]
//   float time;                        // Offset:  420 Size:     4 [unused]
//   float2 CubeFadeValues;             // Offset:  424 Size:     8 [unused]
//   float4 FogParameters0;             // Offset:  432 Size:    16 [unused]
//   float4 FogParameters1;             // Offset:  448 Size:    16 [unused]
//   float4 FogParameters2;             // Offset:  464 Size:    16 [unused]
//   float4 FogParameters3;             // Offset:  480 Size:    16 [unused]
//   float3 CubeSunDir;                 // Offset:  496 Size:    12 [unused]
//   float padding0;                    // Offset:  508 Size:     4 [unused]
//   float3 CubeSunColor;               // Offset:  512 Size:    12 [unused]
//   float padding1;                    // Offset:  524 Size:     4 [unused]
//   float2 WindDirection;              // Offset:  528 Size:     8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// LinearSampler                     sampler      NA          NA    0        1
// HeightField                       texture  float4          2d    0        1
// $Globals                          cbuffer      NA          NA    0        1
// SceneWideParameterConstantBuffer    cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz 
// TEXCOORD                 0   xy          1     NONE   float       
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[10], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyz
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw
dcl_temps 3
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, cb0[1].xyzw
dp4 r1.y, r0.xyzw, cb0[2].xyzw
add r1.xy, r1.xyxx, -cb0[9].xyxx
div r1.xy, r1.xyxx, cb0[8].xyxx
sample_l r2.xyzw, r1.xyxx, t0.xyzw, s0, l(0.000000)
mov o1.xy, r1.xyxx
mul r1.xy, r2.yzyy, l(0.050000, 0.050000, 0.000000, 0.000000)
add r1.z, r2.x, cb0[9].z
dp2 r1.w, r1.xyxx, r1.xyxx
sqrt r1.w, r1.w
add r2.x, r1.w, l(0.000100)
min r1.w, r1.w, l(0.015000)
div r1.xy, r1.xyxx, r2.xxxx
mad r0.xy, r1.xyxx, r1.wwww, v0.xyxx
dp4 r1.x, r0.xyzw, cb0[3].xyzw
lt r1.y, v2.x, l(1.000000)
movc r1.z, r1.y, r1.z, r1.x
dp4 r1.x, r0.xyzw, cb0[1].xyzw
dp4 r1.y, r0.xyzw, cb0[2].xyzw
mov r1.w, l(1.000000)
dp4 o0.x, r1.xyzw, cb1[0].xyzw
dp4 o0.y, r1.xyzw, cb1[1].xyzw
dp4 o0.z, r1.xyzw, cb1[2].xyzw
dp4 o0.w, r1.xyzw, cb1[3].xyzw
mov o2.xyzw, v2.xyzw
ret 
// Approximately 28 instruction slots used

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