// chaos halo
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 ModelBBoxOffSet;
//   float4 ModelBBoxScale;
//   float4 controlColor;
//   float4 grace0b;
//   float4 grace0g;
//   float4 grace0r;
//   float4 grace1b;
//   float4 grace1g;
//   float4 grace1r;
//   float4 grace2a;
//   bool isSkining;
//   float4 jointMatrices[144];
//   float4x4 textureMatrix0;
//   float4 vfxFresnelCenterColor;
//   float4 vfxFresnelOutsideColor;
//   float4 vfxFresnelParam;
//   float4x4 viewITMatrix;
//   float4x4 worldITMatrix;
//   float4x4 worldMatrix;
//   float4x4 worldViewProjMatrix;
//
//
// Registers:
//
//   Name                   Reg   Size
//   ---------------------- ----- ----
//   isSkining              b0       1
//   worldMatrix            c0       4
//   worldITMatrix          c4       3
//   worldViewProjMatrix    c8       4
//   viewITMatrix           c16      3
//   jointMatrices          c21    144
//   ModelBBoxScale         c169     1
//   ModelBBoxOffSet        c170     1
//   textureMatrix0         c176     4
//   grace0r                c180     1
//   grace0g                c181     1
//   grace0b                c182     1
//   grace1r                c183     1
//   grace1g                c184     1
//   grace1b                c185     1
//   grace2a                c186     1
//   controlColor           c187     1
//   vfxFresnelParam        c188     1
//   vfxFresnelCenterColor  c189     1
//   vfxFresnelOutsideColor c190     1
//
//
// Default values:
//
//   ModelBBoxScale
//     c169 = { 1, 1, 1, 1 };
//
//   ModelBBoxOffSet
//     c170 = { 0, 0, 0, 0 };
//
//   controlColor
//     c187 = { 1, 1, 1, 1 };
//
//   vfxFresnelParam
//     c188 = { 0, 0.5, 0, 1 };
//
//   vfxFresnelCenterColor
//     c189 = { 1, 1, 1, 1 };
//
//   vfxFresnelOutsideColor
//     c190 = { 1, 1, 1, 1 };
//

    vs_3_0
	def c200, 0, 1, 0.0625, 0	//	0.0625 prime directive reference value	
    def c7, 2, -1, 3, 1
    def c12, 0, 0.5, 0, 0
	dcl_2d s0							// Sampler used to fetch stereo params	
    dcl_position v0
    dcl_color v1
    dcl_normal v2
    dcl_texcoord5 v3
    dcl_texcoord6 v4
    dcl_texcoord7 v5
    dcl_texcoord v6
    dcl_position o0
    dcl_texcoord3 o1
    dcl_texcoord o2
    dcl_texcoord6 o3
    dcl_texcoord5 o4
    dcl_color o5.xyz
    dcl_color1 o6
    dcl_texcoord7 o7.xyz
    dcl_texcoord4 o8.xyz
    mad r0.xyz, v2, c7.x, c7.y
    mad r1.xyz, v3, c7.x, c7.y
    mov r2.xyz, c169
    mad r2.xyz, v0, r2, c170
    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.xy, r3
      mul r4, v4.y, c21[a0.y]
      mul r5, v4.y, c22[a0.y]
      mul r6, v4.y, c23[a0.y]
      mad r4, c21[a0.x], v4.x, r4
      mad r5, c22[a0.x], v4.x, r5
      mad r6, c23[a0.x], v4.x, r6
      mova a0.x, r3.z
      mad r4, c21[a0.x], v4.z, r4
      mad r5, c22[a0.x], v4.z, r5
      mad r6, c23[a0.x], v4.z, r6
      mova a0.x, r3.w
      mad r3, c21[a0.x], v4.w, r4
      mad r4, c22[a0.x], v4.w, r5
      mad r5, c23[a0.x], v4.w, r6
      mov r2.w, v0.w
      dp4 r0.w, r3, r2
      dp4 r1.w, r4, r2
      dp4 r2.z, r5, r2
      dp3 r2.w, r3, r0
      dp3 r3.w, r4, r0
      dp3 r0.z, r5, r0
      dp3 r3.x, r3, r1
      dp3 r3.y, r4, r1
      dp3 r1.z, r5, r1
      mov r2.x, r0.w
      mov r2.y, r1.w
      mov r0.x, r2.w
      mov r0.y, r3.w
      mov r1.xy, r3
    endif
    mul r3, r2.y, c9
    mad r3, c8, r2.x, r3
    mad r3, c10, r2.z, r3
    mad r3, c11, v0.w, r3
    mul r4.xyz, r2.y, c1
    mad r2.xyw, c0.xyzz, r2.x, r4.xyzz
    mad r2.xyz, c2, r2.z, r2.xyww
    mad r2.xyz, c3, v0.w, r2
    mul r4.xyz, r0.y, c5
    mad r0.xyw, c4.xyzz, r0.x, r4.xyzz
    mad r0.xyz, c6, r0.z, r0.xyww
    mul r4.xyz, r1.y, c5
    mad r1.xyw, c4.xyzz, r1.x, r4.xyzz
    mad r1.xyz, c6, r1.z, r1.xyww
    mul r4.xy, c177, v6.y
    mad r4.xy, c176, v6.x, r4
    add o2.xy, r4, c179
    nrm r4.xyz, r0
    add r5.x, -r2.x, c16.w
    add r5.y, -r2.y, c17.w
    add r5.z, -r2.z, c18.w
    nrm r6.xyz, r5
    dp3 r0.w, r6, r4
    add r0.w, -r0_abs.w, c188.z
    min r0.w, r0_abs.w, c7.w
    mov r2.w, c7.w
    pow r5.x, r0.w, c188.y
    lrp_sat r0.w, r5.x, r2.w, c188.x
    add r5.x, -r0.w, c188.z
    mov r7, c190
    add r7, -r7, c189
    mad r5, r5_abs.x, r7, c190
    mul r5, r5, v1
    add r0.w, r0.w, c7.y
    mad r0.w, c188.w, r0.w, r2.w
    mul r5.w, r0.w, r5.w
    mul o1, r5, c187
    mul r5, r4.yzxz, r4.xyzz
    mov r4.w, c7.w
    dp4 r7.x, c180, r4
    dp4 r7.y, c181, r4
    dp4 r7.z, c182, r4
    dp4 r8.x, c183, r5
    dp4 r8.y, c184, r5
    dp4 r8.z, c185, r5
    add r5.xyz, r7, r8
    mul r0.w, r4.y, r4.y
    mad r0.w, r4.x, r4.x, -r0.w
    mad r4.xyz, c186, r0.w, r5
    max o8.xyz, r4, c12.x
    mad o5.xyz, r0, c12.y, c12.y
    mad r1.w, v3.w, c7.x, c7.y
    mad o6, r1, c12.y, c12.y
    mov o0, r3
    mov o2.zw, c12.x
    mov o3.w, r3.z
    mov o3.xyz, r2
//    mov o4, r3
    mov o7.xyz, r6

mov r0, r3				// move r3 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 o4, r0				// move fixed r3 (r0) into o4	
	
// approximately 109 instruction slots used
 