//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 CameraPositionVS;
//   float4 FogInScattering[4];
//   float4 FogMaxHeight;
//   float4 LightPositionAndInvRadius;
//   float4x4 LocalToWorld;
//   float4 SharedFogParameter0;
//   float4 SharedFogParameter1;
//   float4 SharedFogParameter2;
//   float4 SharedFogParameter3;
//   float3 TemporalAAParameters;
//   float4x4 ViewProjectionMatrix;
//   float3x3 WorldToLocal;
//   float bUseExponentialHeightFog;
//
//
// Registers:
//
//   Name                      Reg   Size
//   ------------------------- ----- ----
//   ViewProjectionMatrix      c0       4
//   CameraPositionVS          c4       1
//   LocalToWorld              c6       4
//   FogInScattering           c10      4
//   WorldToLocal              c14      3
//   TemporalAAParameters      c17      1
//   SharedFogParameter0       c18      1
//   SharedFogParameter1       c19      1
//   SharedFogParameter2       c20      1
//   SharedFogParameter3       c21      1
//   bUseExponentialHeightFog  c22      1
//   FogMaxHeight              c23      1
//   LightPositionAndInvRadius c24      1
//

    vs_3_0
	def c200, 0, 1, 0.0625, 0	//	0.0625 prime directive reference value		
    def c5, 0.00784313772, -1, 0, 0.00999999978
    def c25, 0.499000013, 0.5, 0.00100000005, 0
    dcl_position v0
    dcl_tangent v1
    dcl_normal v2
    dcl_color1 v3
    dcl_texcoord v4
    dcl_color o0
    dcl_texcoord o1
    dcl_texcoord3 o2
    dcl_texcoord4 o3
    dcl_texcoord6 o4
    dcl_texcoord7 o5.xyz
    dcl_texcoord5 o6
    dcl_position o7
	dcl_2d s0							// Sampler used to fetch stereo 	
    mul r0, c7, v0.y
    mad r0, c6, v0.x, r0
    mad r0, c8, v0.z, r0
    mad r0, c9, v0.w, r0
    mad r1, v2, c5.x, c5.y
    mad r2.xyz, v1.yzxw, c5.x, c5.y
    mul r3.xyz, r1.zxyw, r2
    mad r2.xyz, r1.yzxw, r2.yzxw, -r3
    mul r2.xyz, r1.w, r2
    mul r3.xyz, r1.yzxw, r2.zxyw
    mad r3.xyz, r2.yzxw, r1.zxyw, -r3
    mul r3.xyz, r1.w, r3
    mul r4, r0.y, c1
    mad r4, c0, r0.x, r4
    mad r4, c2, r0.z, r4
    mad r4, c3, r0.w, r4
    mul r0.w, r4.w, c17.z
    mad r4.xy, r0.w, c17, r4
    mad r5.xyz, r0, -c4.w, c4
    mul r6.xyz, r5.y, c15
    mad r5.xyw, c14.xyzz, r5.x, r6.xyzz
    mad r5.xyz, c16, r5.z, r5.xyww
    dp3 o4.x, r3, r5
    dp3 o4.y, r2, r5
    dp3 o4.z, r1, r5
    mov r5.xyz, c24
    mul r6.xyz, r5.y, c15
    mad r5.xyw, c14.xyzz, r5.x, r6.xyzz
    mad r5.xyz, c16, r5.z, r5.xyww
    dp3 o2.x, r3, r5
    dp3 o2.y, r2, r5
    dp3 o2.z, r1, r5
    dp3 o5.x, r3, c16
    dp3 o5.y, r2, c16
    dp3 o5.z, r1, c16
    abs r0.w, c22.x
    if_lt -r0.w, r0.w
      add r1.xyz, r0, -c4
      dp3 r0.w, r1, r1
      rsq r0.w, r0.w
      rcp r1.w, r0.w
      add r1.w, r1.w, -c18.w
      max r1.w, r1.w, c5.z
      mul r1.w, r1.w, c18.x
      slt r2.x, c5.w, r1_abs.z
      lrp r3.x, r2.x, r1.z, c5.w
      mul r2.x, r3.x, -c18.y
      exp r2.x, r2.x
      add r2.x, -r2.x, -c5.y
      mul r2.y, r3.x, c18.y
      rcp r2.y, r2.y
      mul r2.x, r2.y, r2.x
      mul r1.w, r1.w, r2.x
      mul r1.xyz, r0.w, r1
      dp3 r0.w, c21, r1
      mad r0.w, r0.w, -c25.x, c25.y
      pow r1.x, r0.w, c18.z
      mov r2.xyz, c20
      add r2.xyz, -r2, c19
      mad r1.xyz, r1.x, r2, c20
      exp r0.w, -r1.w
      min r0.w, r0.w, -c5.y
      max r0.w, r0.w, c19.w
      add r1.w, -r0.w, -c5.y
      mul o3.xyz, r1.w, r1
      mov o3.w, r0.w
    else
      add r0.xyz, r0, -c4
      dp3 r0.x, r0, r0
      rsq r0.x, r0.x
      rcp r0.x, r0.x
      mov r1.z, c4.z
      add r2, -r1.z, c21
      sge r0.y, c25.z, r0_abs.z
      lrp r1.x, r0.y, c25.z, r0.z
      rcp r0.y, r1.x
      mul_sat r2, r0.y, r2
      add r1, -r1.z, c23
      mul_sat r1, r0.y, r1
      add r0, r0.x, -c20
      max r0, r0, c5.z
      add r1, -r2, r1
      mul r0, r0, r1_abs
      slt r1, r0, c19
      mul r0, r0, c18
      exp r2.x, r0.x
      exp r2.y, r0.y
      exp r2.z, r0.z
      exp r2.w, r0.w
      mul r0, r1, r2
      mad r1, r1, r2, c5.y
      mul r2.xyz, r1.x, c10
      mov r2.w, r0.x
      mul r2, r0.y, r2
      mad r2.xyz, r1.y, c11, r2
      mul r2, r0.z, r2
      mad r2.xyz, r1.z, c12, r2
      mul r0, r0.w, r2
      mad o3.xyz, r1.w, c13, r0
      mov o3.w, r0.w
    endif
    mov o0, v3
    mul o1, c5_abs.yyzz, v4.xyxx
    mov o2.w, c5.z
    mov o4.w, -c5.y
//    mov o6, r4
    mov o7, r4
	
mov r0, r4				// move r4 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 o6, r0				// move fixed r4 (r0) into o5		

// approximately 111 instruction slots used
 