// dumpall fix uncertain (EBF60474)
// 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;
//   float4 vfxFresnelCenterColor;
//   float4 vfxFresnelOutsideColor;
//   float4 vfxFresnelParam;
//   float4 vfxVertexAnimNormalOffsetParam;
//   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
//   vfxFresnelParam                c177     1
//   vfxFresnelCenterColor          c178     1
//   vfxFresnelOutsideColor         c179     1
//   vfxVertexAnimNormalOffsetParam c180     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 };
//
//   vfxFresnelParam
//     c177 = { 0, 0.5, 0, 1 };
//
//   vfxFresnelCenterColor
//     c178 = { 1, 1, 1, 1 };
//
//   vfxFresnelOutsideColor
//     c179 = { 1, 1, 1, 1 };
//
//   vfxVertexAnimNormalOffsetParam
//     c180 = { 0.0001, 0, 0, 0 };
//

    vs_3_0
	def c200, 0, 1, 0.0625, 0	//	0.0625 prime directive reference value		
    def c7, 2, -1, 3, 1
    def c20, 0, 0, 0, 0
	dcl_2d s0							// Sampler used to fetch stereo params	
    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 r2.x, v3, r1
      dp4 r2.y, v4, r1
      dp4 r2.z, v5, r1
      dp3 r0.w, v3, r0
      dp3 r1.w, v4, r0
      dp3 r0.z, v5, r0
      mov r1.xyz, r2
      mov r2.x, v1.w
      mov r0.x, r0.w
      mov r0.y, r1.w
    else
      if b0
        frc r3, v5
        add r4, -r3, v5
        slt r5, v5, -v5
        slt r3, -r3, r3
        mad r3, r5, r3, r4
        mul r3, r3, c7.z
        mova a0, r3
        mul r3, v4.y, c21[a0.y]
        mul r4, v4.y, c22[a0.y]
        mul r5, v4.y, c23[a0.y]
        mad r3, c21[a0.x], v4.x, r3
        mad r4, c22[a0.x], v4.x, r4
        mad r5, c23[a0.x], v4.x, r5
        mad r3, c21[a0.z], v4.z, r3
        mad r4, c22[a0.z], v4.z, r4
        mad r5, c23[a0.z], v4.z, r5
        mad r3, c21[a0.w], v4.w, r3
        mad r4, c22[a0.w], v4.w, r4
        mad r5, c23[a0.w], v4.w, r5
        mov r6.xyz, r1
        mov r6.w, v0.w
        dp4 r1.x, r3, r6
        dp4 r1.y, r4, r6
        dp4 r1.z, r5, r6
        dp3 r0.w, r3, r0
        dp3 r1.w, r4, r0
        dp3 r0.z, r5, r0
        mov r2.x, c7.w
        mov r0.x, r0.w
        mov r0.y, r1.w
      else
        mov r2.x, v1.w
      endif
    endif
    mad r1.xyz, r0, c180.x, r1
    mul r3, r1.y, c1
    mad r3, c0, r1.x, r3
    mad r3, c2, r1.z, r3
    mad r3, c3, v0.w, r3
    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 r4, r1.y, c9
    mad r4, c8, r1.x, r4
    mad r1, c10, r1.z, r4
    mad r1, c11, v0.w, r1
    mul r4.xyz, r0.y, c5
    mad r4.xyz, c4, r0.x, r4
    mad r0.xyz, c6, r0.z, r4
    mul r4.xy, c172, v6.y
    mad r4.xy, c171, v6.x, r4
    add o5.xy, r4, c174
    mov r4.x, -c16.w
    mov r4.y, -c17.w
    mov r4.z, -c18.w
    mov r4.w, -c19.w
    add r4, r3, r4
    dp4 r4.w, r4, r4
    rsq r4.w, r4.w
    mul r4.xyz, r4, r4.w
    add r0.w, -r0.w, -c175.x
    add r4.w, -c175.x, c175.y
    rcp r4.w, r4.w
    mul_sat r0.w, r0.w, r4.w
    pow r4.w, r0.w, c175.z
    min o6.w, r4.w, c7.w
    nrm r5.xyz, r0
    dp3 r0.w, -r4, r5
    add r0.w, -r0_abs.w, c177.z
    min r0.w, r0_abs.w, c7.w
    mov r4.w, c7.w
    pow r5.x, r0.w, c177.y
    lrp_sat r0.w, r5.x, r4.w, c177.x
    add r5.x, -r0.w, c177.z
    mov r6, c179
    add r6, -r6, c178
    mad r5, r5_abs.x, r6, c179
    mov r2.yzw, v1.xxyz
    mul r2, r2.yzwx, r5
    add r0.w, r0.w, c7.y
    mad r0.w, c177.w, r0.w, r4.w
    mul r2.w, r2.w, r0.w
    mul o1, r2, c176
    mov o0, r1
    mov o2, r3
//    mov o3, r1
    mov o4.xyz, r0
    mov o5.zw, c20.x
    mov o6.xyz, r4

mov r0, r1				// move r1 to r0
// At this point r0 is the output position, correctly
// placed, but without stereo.
 
// To create stereo effects, we need to calculate:
//  Xnew = Xold + Separation * (W - Convergence)
 
// Fetch the Separation (r30.x) and Convergence (r30.y)  
// using the Helix NVapi trick
texldl r30, c200.z, s0
 
// (W - Convergence)
add r30.w, r0.w, -r30.y
 
// multiply that times Separation for:
//   Separation * (W - Convergence)
mul r30.z, r30.x, r30.w
 
// Add that to Xold for the complete:
//  Xold + Separation * (W - Convergence)
add r0.x, r0.x, r30.z
		
mov o3, r0				// move fixed r1 (r0) into o3	
	
// approximately 117 instruction slots used
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