// fog graveyard
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 ModelBBoxOffSet;
//   float4 ModelBBoxScale;
//   float4 controlColor;
//   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
//   textureMatrix0         c12      4
//   viewITMatrix           c16      3
//   controlColor           c20      1
//   jointMatrices          c21    144
//   vfxFresnelParam        c165     1
//   vfxFresnelCenterColor  c166     1
//   vfxFresnelOutsideColor c167     1
//   ModelBBoxScale         c169     1
//   ModelBBoxOffSet        c170     1
//
//
// Default values:
//
//   controlColor
//     c20  = { 1, 1, 1, 1 };
//
//   vfxFresnelParam
//     c165 = { 0, 0.5, 0, 1 };
//
//   vfxFresnelCenterColor
//     c166 = { 1, 1, 1, 1 };
//
//   vfxFresnelOutsideColor
//     c167 = { 1, 1, 1, 1 };
//
//   ModelBBoxScale
//     c169 = { 1, 1, 1, 1 };
//
//   ModelBBoxOffSet
//     c170 = { 0, 0, 0, 0 };
//

    vs_3_0
	def c200, 0, 1, 0.0625, 0	//	0.0625 prime directive reference value		
    def c7, 0.5, 0, 0, 0
    def c19, 2, -1, 3, 1
	dcl_2d s0							// Sampler used to fetch stereo params	
    dcl_position v0
    dcl_color v1
    dcl_normal v2
    dcl_texcoord6 v3
    dcl_texcoord7 v4
    dcl_texcoord v5
    dcl_position o0
    dcl_texcoord3 o1
    dcl_texcoord o2
    dcl_texcoord6 o3
    dcl_texcoord5 o4
    dcl_color o5.xyz
    dcl_texcoord7 o6.xyz
    mad r0.xyz, v2, c19.x, c19.y
    mov r1.xyz, c169
    mad r1.xyz, v0, r1, c170
    if b0
      frc r2, v4
      add r3, -r2, v4
      slt r4, v4, -v4
      slt r2, -r2, r2
      mad r2, r4, r2, r3
      mul r2, r2, c19.z
      mova a0.xy, r2
      mul r3, v3.y, c21[a0.y]
      mul r4, v3.y, c22[a0.y]
      mul r5, v3.y, c23[a0.y]
      mad r3, c21[a0.x], v3.x, r3
      mad r4, c22[a0.x], v3.x, r4
      mad r5, c23[a0.x], v3.x, r5
      mova a0.x, r2.z
      mad r3, c21[a0.x], v3.z, r3
      mad r4, c22[a0.x], v3.z, r4
      mad r5, c23[a0.x], v3.z, r5
      mova a0.x, r2.w
      mad r2, c21[a0.x], v3.w, r3
      mad r3, c22[a0.x], v3.w, r4
      mad r4, c23[a0.x], v3.w, r5
      mov r1.w, v0.w
      dp4 r0.w, r2, r1
      dp4 r2.w, r3, r1
      dp4 r1.z, r4, r1
      dp3 r1.w, r2, r0
      dp3 r2.x, r3, r0
      dp3 r0.z, r4, r0
      mov r1.x, r0.w
      mov r1.y, r2.w
      mov r3.x, c19.w
      mov r0.x, r1.w
      mov r0.y, r2.x
    else
      mov r3.x, v1.w
    endif
    mul r2, r1.y, c9
    mad r2, c8, r1.x, r2
    mad r2, c10, r1.z, r2
    mad r2, c11, v0.w, r2
    mul r4.xyz, r1.y, c1
    mad r1.xyw, c0.xyzz, r1.x, r4.xyzz
    mad r1.xyz, c2, r1.z, r1.xyww
    mad r1.xyz, c3, v0.w, r1
    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.xy, c13, v5.y
    mad r4.xy, c12, v5.x, r4
    add o2.xy, r4, c15
    nrm r4.xyz, r0
    add r5.x, -r1.x, c16.w
    add r5.y, -r1.y, c17.w
    add r5.z, -r1.z, c18.w
    nrm r6.xyz, r5
    dp3 r0.w, r6, r4
    add r0.w, -r0_abs.w, c165.z
    min r0.w, r0_abs.w, c19.w
    mov r1.w, c19.w
    pow r4.x, r0.w, c165.y
    lrp_sat r0.w, r4.x, r1.w, c165.x
    add r4.x, -r0.w, c165.z
    mov r5, c167
    add r5, -r5, c166
    mad r4, r4_abs.x, r5, c167
    mov r3.yzw, v1.xxyz
    mul r3, r3.yzwx, r4
    add r0.w, r0.w, c19.y
    mad r0.w, c165.w, r0.w, r1.w
    mul r3.w, r0.w, r3.w
    mul o1, r3, c20
    mad o5.xyz, r0, c7.x, c7.x
    mov o0, r2
    mov o2.zw, c7.y
    mov o3.w, r2.z
    mov o3.xyz, r1
//    mov o4, r2
    mov o6.xyz, r6
	
mov r0, r2				// move r2 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 r2 (r0) into o4		

// approximately 90 instruction slots used
 