// background time travel menu
// Generated by Microsoft (R) HLSL Shader Compiler 9.26.952.2844
//
// Parameters:
//
//   float4 ModelBBoxOffSet;
//   float4 ModelBBoxScale;
//   float4 controlColor;
//   float3 fogParam;
//   bool isSkining;
//   bool isUseInstancing;
//   float4 jointMatrices[144];
//   float4x4 textureMatrix0;
//   float4x4 viewITMatrix;
//   float4x4 worldITMatrix;
//   float4x4 worldMatrix;
//   float4x4 worldViewMatrix;
//   float4x4 worldViewProjMatrix;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   isSkining           b0       1
//   isUseInstancing     b1       1
//   worldMatrix         c0       4
//   worldITMatrix       c4       3
//   worldViewProjMatrix c8       4
//   worldViewMatrix     c12      4
//   viewITMatrix        c16      4
//   jointMatrices       c21    144
//   ModelBBoxScale      c169     1
//   ModelBBoxOffSet     c170     1
//   textureMatrix0      c171     4
//   fogParam            c175     1
//   controlColor        c176     1
//
//
// Default values:
//
//   ModelBBoxScale
//     c169 = { 1, 1, 1, 1 };
//
//   ModelBBoxOffSet
//     c170 = { 0, 0, 0, 0 };
//
//   fogParam
//     c175 = { 0, 100, 1, 0 };
//
//   controlColor
//     c176 = { 1, 1, 1, 1 };
//

    vs_3_0
	def c200, 0.6, 0, 0.0625, 5//	0.0625 prime directive reference value
	def c223, 0, 1, 0.2, 2	// new			
    def c7, 2, -1, 3, 1
    def c20, 0, 0, 0, 0
	dcl_2d s0// declaration of stereo texture sampler		
    dcl_position v0
    dcl_color v1
    dcl_normal v2
    dcl_blendindices v3
    dcl_texcoord6 v4
    dcl_texcoord7 v5
    dcl_texcoord v6
    dcl_position o0
    dcl_texcoord o1
    dcl_texcoord1 o2
    dcl_texcoord2 o3
    dcl_texcoord3 o4.xyz
    dcl_texcoord4 o5
    dcl_texcoord6 o6
    mad r0.xyz, v2, c7.x, c7.y
    mov r1.xyz, c169
    mad r1.xyz, v0, r1, c170
    if b1
      mov r1.w, v0.w
      dp4 r0.w, v3, r1
      dp4 r2.x, v4, r1
      dp4 r1.z, v5, r1
      dp3 r1.w, v3, r0
      dp3 r2.y, v4, r0
      dp3 r0.z, v5, r0
      mov r1.x, r0.w
      mov r1.y, r2.x
      mov r0.x, r1.w
      mov r0.y, r2.y
    else
      if b0
        mul r2, c7.z, v5
        frc r3, r2
        add r4, r2, -r3
        slt r2, r2, -r2
        slt r3, -r3, r3
        mad r2, r2, r3, r4
        mova a0, r2
        mul r2, v4.y, c21[a0.y]
        mul r3, v4.y, c22[a0.y]
        mul r4, v4.y, c23[a0.y]
        mad r2, c21[a0.x], v4.x, r2
        mad r3, c22[a0.x], v4.x, r3
        mad r4, c23[a0.x], v4.x, r4
        mad r2, c21[a0.z], v4.z, r2
        mad r3, c22[a0.z], v4.z, r3
        mad r4, c23[a0.z], v4.z, r4
        mad r2, c21[a0.w], v4.w, r2
        mad r3, c22[a0.w], v4.w, r3
        mad r4, c23[a0.w], v4.w, r4
        mov r5.xyz, r1
        mov r5.w, v0.w
        dp4 r1.x, r2, r5
        dp4 r1.y, r3, r5
        dp4 r1.z, r4, r5
        dp3 r0.w, r2, r0
        dp3 r1.w, r3, r0
        dp3 r0.z, r4, r0
        mov r0.x, r0.w
        mov r0.y, r1.w
      endif
    endif
    mul r2, r1.y, c1
    mad r2, c0, r1.x, r2
    mad r2, c2, r1.z, r2
    mad r2, c3, v0.w, r2
    mul r0.w, r1.y, c13.z
    mad r0.w, c12.z, r1.x, r0.w
    mad r0.w, c14.z, r1.z, r0.w
    mad r0.w, c15.z, v0.w, r0.w
    mul r3, r1.y, c9
    mad r3, c8, r1.x, r3
    mad r1, c10, r1.z, r3
    mad r1, c11, v0.w, r1
    mul r3.xyz, r0.y, c5
    mad r3.xyz, c4, r0.x, r3
    mad o4.xyz, c6, r0.z, r3
    mul r0.xy, c172, v6.y
    mad r0.xy, c171, v6.x, r0
    add o5.xy, r0, c174
    mov r3.x, -c16.w
    mov r3.y, -c17.w
    mov r3.z, -c18.w
    mov r3.w, -c19.w
    add r3, r2, r3
    dp4 r0.x, r3, r3
    rsq r0.x, r0.x
    mul o6.xyz, r3, r0.x
    add r0.x, -r0.w, -c175.x
    add r0.y, -c175.x, c175.y
    rcp r0.y, r0.y
    mul_sat r0.x, r0.x, r0.y
    pow r3.x, r0.x, c175.z
    min o6.w, r3.x, c7.w
    mul o1, c176, v1
    mov o0, r1
    mov o2, r2
    mov o3, r1
    mov o5.zw, c20.x

texldl r30, c200.z, s0	
if_eq r30.y, c200.w	// game start with conv 5
	mov r2, r1			// move r0 to r2
	texldl r30, c200.z, s0
	add r30.w, r2.w, -r30.y
	mul r30.z, r30.x, r30.w
	mul r30.z, r30.z, c200.x // reduce depth
	add r2.x, r2.x, r30.z
	mov o0, r2				// move fixed r2 (r0) into o0		
endif

// approximately 91 instruction slots used
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