//shadows
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Sat Aug 15 15:49:20 2020
//
//
// Buffer Definitions:
//
// cbuffer WorldViewGlobals
// {
//
//   row_major float4x4 g_ViewProjMatrix;// Offset:    0 Size:    64
//   row_major float4x4 g_ViewProjSS;   // Offset:   64 Size:    64 [unused]
//   row_major float4x4 g_ViewProjSSInverseTranspose;// Offset:  128 Size:    64 [unused]
//   row_major float4x4 g_ViewMatrix;   // Offset:  192 Size:    64 [unused]
//   row_major float4x4 g_NDCToWorld;   // Offset:  256 Size:    64 [unused]
//   row_major float4x4 g_OverlaySamplingMatrix;// Offset:  320 Size:    64 [unused]
//   row_major float4x4 g_ShadowMapSamplingMatrix;// Offset:  384 Size:    64 [unused]
//   row_major float4x4 g_ShadowMapSamplingMatrixInverse;// Offset:  448 Size:    64 [unused]
//   float4 g_vDynLightingGridInfo;     // Offset:  512 Size:    16 [unused]
//   float3 g_vLightDirection;          // Offset:  528 Size:    12 [unused]
//   float g_ShadowZBias;               // Offset:  540 Size:     4 [unused]
//   float4 g_MainPassDimensions;       // Offset:  544 Size:    16 [unused]
//   float4 g_FinalDimensions;          // Offset:  560 Size:    16 [unused]
//   float4 g_ShadowMapDimensions;      // Offset:  576 Size:    16 [unused]
//   int g_bSSOverlay;                  // Offset:  592 Size:     4 [unused]
//   int g_bShadows;                    // Offset:  596 Size:     4 [unused]
//   int g_nPixelsPerBlock;             // Offset:  600 Size:     4 [unused]
//   uint g_nRTSamples;                 // Offset:  604 Size:     4 [unused]
//   float g_fMipBias;                  // Offset:  608 Size:     4 [unused]
//   float2 g_vNearFar;                 // Offset:  612 Size:     8 [unused]
//   float g_SceneExposure;             // Offset:  620 Size:     4 [unused]
//   float g_InvSceneExposure;          // Offset:  624 Size:     4 [unused]
//   float g_IntermediateExposure;      // Offset:  628 Size:     4 [unused]
//   float g_InvIntermediateExposure;   // Offset:  632 Size:     4 [unused]
//   float4 g_vFogParams;               // Offset:  640 Size:    16 [unused]
//   float4 g_vFogSkyColor_IntegralDensity;// Offset:  656 Size:    16 [unused]
//   float3 g_vFogLightColor;           // Offset:  672 Size:    12 [unused]
//   float3 g_vWorldWrapTranslation;    // Offset:  688 Size:    12 [unused]
//   float3 g_vEyePosition;             // Offset:  704 Size:    12 [unused]
//   float3 g_vLightColor;              // Offset:  720 Size:    12 [unused]
//   float4 g_EnvSHPremultipliedIrradiance[7];// Offset:  736 Size:   112 [unused]
//   float4 g_EnvSHRadiance[7];         // Offset:  848 Size:   112 [unused]
//   float3 g_vSkySH;                   // Offset:  960 Size:    12 [unused]
//   float g_DoTonemap;                 // Offset:  972 Size:     4 [unused]
//   float g_LightMapWeight;            // Offset:  976 Size:     4 [unused]
//   float g_fModelTime;                // Offset:  980 Size:     4 [unused]
//   float2 g_vPixelMultiplier;         // Offset:  984 Size:     8 [unused]
//   float4 g_FOWFullFogParchmentUVTransform;// Offset:  992 Size:    16 [unused]
//   float3 g_FOWCoastStripeColor;      // Offset: 1008 Size:    12 [unused]
//   float g_FOWCoastStripeThickness;   // Offset: 1020 Size:     4 [unused]
//   float3 g_FOWTintColor;             // Offset: 1024 Size:    12 [unused]
//   float g_fFOWBorderNoiseUVScale;    // Offset: 1036 Size:     4 [unused]
//   float3 g_vFOWBorderColor;          // Offset: 1040 Size:    12 [unused]
//   float g_fFOWBorderNoiseIntensity;  // Offset: 1052 Size:     4 [unused]
//   float3 g_FOWTerrainHatchColor;     // Offset: 1056 Size:    12 [unused]
//   float g_FOWTerrainHatchTextureCount;// Offset: 1068 Size:     4 [unused]
//   float4 g_FOWTerrainHatchUVTransform;// Offset: 1072 Size:    16 [unused]
//   float3 g_FOWModelsHatchColor;      // Offset: 1088 Size:    12 [unused]
//   float g_FOWModelsHatchTextureCount;// Offset: 1100 Size:     4 [unused]
//   float4 g_FOWModelsHatchUVTransform;// Offset: 1104 Size:    16 [unused]
//   float3 g_FOWModelsStrokeColor;     // Offset: 1120 Size:    12 [unused]
//   float g_FOWModelsStrokeOpacity;    // Offset: 1132 Size:     4 [unused]
//   float4 g_FOWFlowLineColor;         // Offset: 1136 Size:    16 [unused]
//   float3 g_FOWFlowLinePositionBias;  // Offset: 1152 Size:    12 [unused]
//   float g_FOWFlowLineThickness;      // Offset: 1164 Size:     4 [unused]
//   float g_FOWModelsParchmentWeight;  // Offset: 1168 Size:     4 [unused]
//   float g_FOWModelsStrokeThickness;  // Offset: 1172 Size:     4 [unused]
//   float g_FOWStrokeOpacityMultiplier;// Offset: 1176 Size:     4 [unused]
//   row_major float4x4 g_TerrainHexToWorld;// Offset: 1184 Size:    64 [unused]
//   float g_TerrainFlatHeight;         // Offset: 1248 Size:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// WorldViewGlobals                  cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xy          0     NONE    uint   xy
// TEXCOORD                 0   xy          1     NONE   float   xy
// RigidModelDynamics_Tint     0   xyzw        2     NONE   float   xyzw
// RigidModelDynamics_Tint     1   xyzw        3     NONE   float   xyzw
// RigidModelDynamics_Tint     2   xyzw        4     NONE   float   xyzw
// RigidModelDynamics_Tint     3   xyzw        5     NONE   float
// RigidModelDynamics_Tint     4   xyzw        6     NONE   float
// RigidModelDynamics_Tint     5   xy          7     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_POSITION              0   xyzw        1      POS   float   xyzw
//
vs_5_0

dcl_constantbuffer cb12[0], immediateIndexed

dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_input v0.xy
dcl_input v1.xy
dcl_input v2.xyzw
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
dcl_temps 3
mov o0.xy, v1.xyxx
ushr r0.x, v0.x, l(16)
f16tof32 r0.y, r0.x
and r1.xy, v0.xyxx, l(0x0000ffff, 0x0000ffff, 0, 0)
f16tof32 r0.xz, r1.xxyx
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, v3.xyzw
mul r1.xyzw, r1.xxxx, cb1[1].xyzw
dp4 r2.x, r0.xyzw, v2.xyzw
dp4 r0.x, r0.xyzw, v4.xyzw
mad r1.xyzw, r2.xxxx, cb1[0].xyzw, r1.xyzw
mad r0.xyzw, r0.xxxx, cb1[2].xyzw, r1.xyzw
add o1.xyzw, r0.xyzw, cb1[3].xyzw
ret
// Approximately 14 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
