//fog
// ---- Created with 3Dmigoto v1.2.31 on Mon Feb 22 01:44:01 2016

cbuffer _Globals : register(b0)
{
  float4 CamNearFarInvXY : packoffset(c0);
  float2 PixelSize : packoffset(c1);
  float4 DebugMaskValues : packoffset(c2);
  float2 uInvSize : packoffset(c3);
  float uDTStep : packoffset(c3.z);
  float uDissipation : packoffset(c3.w);
  float uSigma : packoffset(c4);
  float uKappa : packoffset(c4.y);
  float uHalfInvCellSize : packoffset(c4.z);
  float uAlpha : packoffset(c4.w);
  float uInvBeta : packoffset(c5);
  float uGradientScale : packoffset(c5.y);
  float uAmbientTemperature : packoffset(c5.z);
  float2 uWindDir : packoffset(c6);
  float Time : packoffset(c6.z);
  float4x4 uSimMatrix : packoffset(c7);
  float4x4 uInvSimMatrix : packoffset(c11);
  float4 uSimGrid : packoffset(c15);
  float uAmbientSmoke : packoffset(c16);
  float4 uSimClipPlane : packoffset(c17);
  float uDensityRenderScale : packoffset(c18);
  float4 uSnowColor : packoffset(c19);
  float uSnowAmbientLight : packoffset(c20);
  float4 uVisCurve : packoffset(c21);
}

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);
}



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


void main( 
  float3 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float3 o3 : TEXCOORD2)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v0.xy;
  r0.zw = float2(1,1);
  r1.x = dot(r0.xyww, uInvSimMatrix._m00_m10_m20_m30);
  r1.y = dot(r0.xyww, uInvSimMatrix._m01_m11_m21_m31);
  r1.z = dot(r0.xyww, uInvSimMatrix._m02_m12_m22_m32);
  r0.z = dot(r0.xyzw, uInvSimMatrix._m03_m13_m23_m33);
  r1.xyz = r1.xyz / r0.zzz;
  r2.xyz = -uSimClipPlane.xyz * uSimClipPlane.www + r1.xyz;
  r0.z = dot(uSimClipPlane.xyz, r2.xyz);
  r2.x = dot(r0.xyw, uInvSimMatrix._m00_m10_m30);
  r2.y = dot(r0.xyw, uInvSimMatrix._m01_m11_m31);
  r2.z = dot(r0.xyw, uInvSimMatrix._m02_m12_m32);
  r0.x = dot(r0.xyw, uInvSimMatrix._m03_m13_m33);
  r0.xyw = r2.xyz / r0.xxx;
  r2.xyz = -uSimClipPlane.xyz * uSimClipPlane.www + r0.xyw;
  r1.w = dot(uSimClipPlane.xyz, r2.xyz);
  r0.z = -r1.w + r0.z;
  r0.z = -r1.w / r0.z;
  r1.xyz = r1.xyz + -r0.xyw;
  r0.xyz = r1.xyz * r0.zzz + r0.xyw;
  r0.w = 1;
  r1.z = dot(r0.xyzw, ViewProjection._m02_m12_m22_m32);
  r1.w = dot(r0.xyzw, ViewProjection._m03_m13_m23_m33);
  r1.xy = v0.xy * r1.ww;
float4 stereo = StereoParams.Load(0);
r1.x += stereo.x*(r1.w - stereo.y);
r1.x = r1.x * 1.06; //stretch out fog
  o0.xyzw = r1.xyzw;
  o1.xyzw = r1.xyzw;
  r1.xy = r0.xz / uSimGrid.xy;
  o3.xyz = r0.xyz;
  r1.z = -r1.y;
  o2.xy = r1.xz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.31 on Mon Feb 22 01:44:01 2016
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 CamNearFarInvXY;            // Offset:    0 Size:    16 [unused]
//   float2 PixelSize;                  // Offset:   16 Size:     8 [unused]
//   float4 DebugMaskValues;            // Offset:   32 Size:    16 [unused]
//   float2 uInvSize;                   // Offset:   48 Size:     8 [unused]
//   float uDTStep;                     // Offset:   56 Size:     4 [unused]
//   float uDissipation;                // Offset:   60 Size:     4 [unused]
//   float uSigma;                      // Offset:   64 Size:     4 [unused]
//   float uKappa;                      // Offset:   68 Size:     4 [unused]
//   float uHalfInvCellSize;            // Offset:   72 Size:     4 [unused]
//   float uAlpha;                      // Offset:   76 Size:     4 [unused]
//   float uInvBeta;                    // Offset:   80 Size:     4 [unused]
//   float uGradientScale;              // Offset:   84 Size:     4 [unused]
//   float uAmbientTemperature;         // Offset:   88 Size:     4 [unused]
//   float2 uWindDir;                   // Offset:   96 Size:     8 [unused]
//   float Time;                        // Offset:  104 Size:     4 [unused]
//   float4x4 uSimMatrix;               // Offset:  112 Size:    64 [unused]
//   float4x4 uInvSimMatrix;            // Offset:  176 Size:    64
//   float4 uSimGrid;                   // Offset:  240 Size:    16
//   float uAmbientSmoke;               // Offset:  256 Size:     4 [unused]
//   float4 uSimClipPlane;              // Offset:  272 Size:    16
//   float uDensityRenderScale;         // Offset:  288 Size:     4 [unused]
//   float4 uSnowColor;                 // Offset:  304 Size:    16 [unused]
//   float uSnowAmbientLight;           // Offset:  320 Size:     4 [unused]
//   float4 uVisCurve;                  // Offset:  336 Size:    16 [unused]
//
// }
//
// 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
// ------------------------------ ---------- ------- ----------- ---- --------
// $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   xy  
// TEXCOORD                 0   xy          1     NONE   float       
//
//
// 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   xy          2     NONE   float   xy  
// TEXCOORD                 2   xyz         3     NONE   float   xyz 
//
vs_4_0
dcl_constantbuffer cb0[18], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_input v0.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyz
dcl_temps 3
mov r0.xy, v0.xyxx
mov r0.zw, l(0,0,1.000000,1.000000)
dp4 r1.x, r0.xyww, cb0[11].xyzw
dp4 r1.y, r0.xyww, cb0[12].xyzw
dp4 r1.z, r0.xyww, cb0[13].xyzw
dp4 r0.z, r0.xyzw, cb0[14].xyzw
div r1.xyz, r1.xyzx, r0.zzzz
mad r2.xyz, -cb0[17].xyzx, cb0[17].wwww, r1.xyzx
dp3 r0.z, cb0[17].xyzx, r2.xyzx
dp3 r2.x, r0.xywx, cb0[11].xywx
dp3 r2.y, r0.xywx, cb0[12].xywx
dp3 r2.z, r0.xywx, cb0[13].xywx
dp3 r0.x, r0.xywx, cb0[14].xywx
div r0.xyw, r2.xyxz, r0.xxxx
mad r2.xyz, -cb0[17].xyzx, cb0[17].wwww, r0.xywx
dp3 r1.w, cb0[17].xyzx, r2.xyzx
add r0.z, r0.z, -r1.w
div r0.z, -r1.w, r0.z
add r1.xyz, -r0.xywx, r1.xyzx
mad r0.xyz, r1.xyzx, r0.zzzz, r0.xywx
mov r0.w, l(1.000000)
dp4 r1.z, r0.xyzw, cb1[2].xyzw
dp4 r1.w, r0.xyzw, cb1[3].xyzw
mul r1.xy, r1.wwww, v0.xyxx
mov o0.xyzw, r1.xyzw
mov o1.xyzw, r1.xyzw
div r1.xy, r0.xzxx, cb0[15].xyxx
mov o3.xyz, r0.xyzx
mov r1.z, -r1.y
mov o2.xy, r1.xzxx
ret 
// Approximately 31 instruction slots used

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