// quest marker
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 ModelBBoxOffSet;
//   float4 ModelBBoxScale;
//   float4 controlColor;
//   bool isSkining;
//   bool isUseInstancing;
//   float4 jointMatrices[144];
//   float4x4 textureMatrix0;
//   float4x4 viewITMatrix;
//   float4x4 worldITMatrix;
//   float4x4 worldMatrix;
//   float4x4 worldViewProjMatrix;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   isSkining           b0       1
//   isUseInstancing     b1       1
//   worldMatrix         c0       4
//   worldITMatrix       c4       3
//   worldViewProjMatrix c8       4
//   viewITMatrix        c16      4
//   jointMatrices       c21    144
//   ModelBBoxScale      c169     1
//   ModelBBoxOffSet     c170     1
//   textureMatrix0      c171     4
//   controlColor        c175     1
//
//
// Default values:
//
//   ModelBBoxScale
//     c169 = { 1, 1, 1, 1 };
//
//   ModelBBoxOffSet
//     c170 = { 0, 0, 0, 0 };
//
//   controlColor
//     c175 = { 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, 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 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 r3.x, v1.w
      mov r0.x, r1.w
      mov r0.y, r2.y
    else
      if b0
        frc r2, v5
        add r4, -r2, v5
        slt r5, v5, -v5
        slt r2, -r2, r2
        mad r2, r5, r2, r4
        mul r2, r2, c7.z
        mova a0.xy, r2
        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, r2.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, r2.w
        mad r2, c21[a0.x], v4.w, r4
        mad r4, c22[a0.x], v4.w, r5
        mad r5, c23[a0.x], v4.w, r6
        mov r6.xyz, r1
        mov r6.w, v0.w
        dp4 r1.x, r2, r6
        dp4 r1.y, r4, r6
        dp4 r1.z, r5, r6
        dp3 r0.w, r2, r0
        dp3 r1.w, r4, r0
        dp3 r0.z, r5, r0
        mov r3.x, c7.w
        mov r0.y, r1.w
        mov r0.xz, r0.wyzw
      else
        mov r3.x, v1.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 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 r0.xyw, c4.xyzz, r0.x, r4.xyzz
    mad o4.xyz, c6, r0.z, r0.xyww
    mul r0.xy, c172, v6.y
    mad r0.xy, c171, v6.x, r0
    add o5.xy, r0, c174
    mov r0.x, -c16.w
    mov r0.y, -c17.w
    mov r0.z, -c18.w
    mov r0.w, -c19.w
    add r0, r0, r2
    dp4 r0.w, r0, r0
    rsq r0.w, r0.w
    mul o6.xyz, r0.w, r0
    mov r3.yzw, v1.xxyz
    mul o1, r3.yzwx, c175
    mov o0, r1
    mov o2, r2
 //   mov o3, r1
    mov o5.zw, c12.x
    mov o6.w, c12.x
	
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 132 instruction slots used	

// approximately 87 instruction slots used
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