// water
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 CameraPositionVS;
//   float4 FogInScattering[4];
//   float4 FogMaxHeight;
//   float4 LightMapScale[2];
//   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
//   LightMapScale            c17      2
//   TemporalAAParameters     c19      1
//   SharedFogParameter0      c20      1
//   SharedFogParameter1      c21      1
//   SharedFogParameter2      c22      1
//   SharedFogParameter3      c23      1
//   bUseExponentialHeightFog c24      1
//   FogMaxHeight             c25      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 c26, 0.499000013, 0.5, 0.00100000005, 2.20000005
	dcl_2d s0							// Sampler used to fetch stereo params	
    dcl_position v0
    dcl_tangent v1
    dcl_normal v2
    dcl_color1 v3
    dcl_texcoord v4
    dcl_texcoord5 v5
    dcl_texcoord6 v6
    dcl_color o0
    dcl_texcoord o1
    dcl_texcoord2 o2.xyz
    dcl_texcoord3 o3.xyz
    dcl_texcoord4 o4
    dcl_texcoord6 o5
    dcl_texcoord7 o6.xyz
    dcl_texcoord5 o7
    dcl_position o8
    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, c19.z
    mad r4.xy, r0.w, c19, 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 o5.x, r3, r5
    dp3 o5.y, r2, r5
    dp3 o5.z, r1, r5
    dp3 o6.x, r3, c16
    dp3 o6.y, r2, c16
    dp3 o6.z, r1, c16
    abs r0.w, c24.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, -c20.w
      max r1.w, r1.w, c5.z
      mul r1.w, r1.w, c20.x
      slt r2.x, c5.w, r1_abs.z
      lrp r3.x, r2.x, r1.z, c5.w
      mul r2.x, r3.x, -c20.y
      exp r2.x, r2.x
      add r2.x, -r2.x, -c5.y
      mul r2.y, r3.x, c20.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, c23, r1
      mad r0.w, r0.w, -c26.x, c26.y
      pow r1.x, r0.w, c20.z
      mov r2.xyz, c22
      add r2.xyz, -r2, c21
      mad r1.xyz, r1.x, r2, c22
      exp r0.w, -r1.w
      min r0.w, r0.w, -c5.y
      max r0.w, r0.w, c21.w
      add r1.w, -r0.w, -c5.y
      mul o4.xyz, r1.w, r1
      mov o4.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, c23
      sge r0.y, c26.z, r0_abs.z
      lrp r1.x, r0.y, c26.z, r0.z
      rcp r0.y, r1.x
      mul_sat r2, r0.y, r2
      add r1, -r1.z, c25
      mul_sat r1, r0.y, r1
      add r0, r0.x, -c22
      max r0, r0, c5.z
      add r1, -r2, r1
      mul r0, r0, r1_abs
      slt r1, r0, c21
      mul r0, r0, c20
      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 o4.xyz, r1.w, c13, r0
      mov o4.w, r0.w
    endif
    log r0.x, v5.x
    log r0.y, v5.y
    log r0.z, v5.z
    mul r0.xyz, r0, c26.w
    exp r1.x, r0.x
    exp r1.y, r0.y
    exp r1.z, r0.z
    mul o2.xyz, r1, c17
    log r0.x, v6.x
    log r0.y, v6.y
    log r0.z, v6.z
    mul r0.xyz, r0, c26.w
    exp r1.x, r0.x
    exp r1.y, r0.y
    exp r1.z, r0.z
    mul o3.xyz, r1, c18
    mov o0, v3
    mul o1, c5_abs.yyzz, v4.xyxx
    mov o5.w, -c5.y
 //   mov o7, r4
    mov o8, 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 o7, r0				// move fixed r4 (r0) into o7	

// approximately 119 instruction slots used
 