// fog forest
// Generated by Microsoft (R) HLSL Shader Compiler 9.26.952.2844
//
// Parameters:
//
//   float4 ModelBBoxOffSet;
//   float4 ModelBBoxScale;
//   float4 controlColor;
//   float4 fogColor;
//   float3 fogParam;
//   bool isSkining;
//   bool isUseInstancing;
//   float4 jointMatrices[144];
//   float4x4 textureMatrix0;
//   float4 vfxFresnelCenterColor;
//   float4 vfxFresnelOutsideColor;
//   float4 vfxFresnelParam;
//   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
//   fogColor               c176     1
//   controlColor           c177     1
//   vfxFresnelParam        c178     1
//   vfxFresnelCenterColor  c179     1
//   vfxFresnelOutsideColor c180     1
//
//
// Default values:
//
//   ModelBBoxScale
//     c169 = { 1, 1, 1, 1 };
//
//   ModelBBoxOffSet
//     c170 = { 0, 0, 0, 0 };
//
//   fogParam
//     c175 = { 0, 100, 1, 0 };
//
//   fogColor
//     c176 = { 1, 1, 1, 0 };
//
//   controlColor
//     c177 = { 1, 1, 1, 1 };
//
//   vfxFresnelParam
//     c178 = { 0, 0.5, 0, 1 };
//
//   vfxFresnelCenterColor
//     c179 = { 1, 1, 1, 1 };
//
//   vfxFresnelOutsideColor
//     c180 = { 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 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 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 r0.xyz, c6, r0.z, r3
    mul r3.xy, c172, v6.y
    mad r3.xy, c171, v6.x, r3
    add o5.xy, r3, 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 r3.w, r3, r3
    rsq r3.w, r3.w
    mul r3.xyz, r3, r3.w
    add r0.w, -r0.w, -c175.x
    add r4.x, -c175.x, c175.y
    rcp r4.x, r4.x
    mul_sat r0.w, r0.w, r4.x
    pow r3.w, r0.w, c175.z
    nrm r4.xyz, r0
    dp3 r0.w, -r3, r4
    add r0.w, -r0_abs.w, c178.z
    min r0.w, r0_abs.w, c7.w
    mov r4.w, c7.w
    pow r4.x, r0.w, c178.y
    lrp_sat r0.w, r4.x, r4.w, c178.x
    add r4.x, -r0.w, c178.z
    mov r5, c180
    add r5, -r5, c179
    mad r5, r4_abs.x, r5, c180
    mul r5, r5, v1
    add r0.w, r0.w, c7.y
    mad r0.w, c178.w, r0.w, r4.w
    mul r5.w, r5.w, r0.w
    mul r4, r5, c177
    min r0.w, r3.w, c176.w
    mov r6.xyz, c177
    mad r5.xyz, r5, -r6, c176
    mad o1.xyz, r0.w, r5, r4
    mov o0, r1
    mov o1.w, r4.w
    mov o2, r2
//    mov o3, r1
    mov o4.xyz, r0
    mov o5.zw, c20.x
    mov o6, r3

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 116 instruction slots used
 