//strategy map
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Sat Aug 15 23:05:04 2020
//
//
// Buffer Definitions:
//
// cbuffer StrategicView_WaterShaderDynamics
// {
//
//   row_major float4x4 WorldMatrix[8]; // Index:    0-31             Components:   128
//   uint4 ChannelAssignmentBits0;      // Index:   32.xyzw           Components:     4 [unused]
//   uint4 ChannelAssignmentBits1;      // Index:   33.xyzw           Components:     4 [unused]
//   uint4 ChannelAssignmentBits2;      // Index:   34.xyzw           Components:     4 [unused]
//   uint4 ChannelAssignmentBits3;      // Index:   35.xyzw           Components:     4 [unused]
//   uint4 ChannelAssignmentBits4;      // Index:   36.xyzw           Components:     4 [unused]
//   float4 Visibility[8];              // Index:   37-44             Components:    32 [unused]
//   uint4 BankDiffuseIndices[8];       // Index:   45-52             Components:    32 [unused]
//   uint4 WaterDiffuseIndices[8];      // Index:   53-60             Components:    32 [unused]
//   uint4 MaskIndices0[8];             // Index:   61-68             Components:    32 [unused]
//   uint4 MaskIndices1[8];             // Index:   69-76             Components:    32 [unused]
//
// }
//
// cbuffer StrategicViewShaderGlobals
// {
//
//   row_major float4x4 ViewProjectionMatrix;// Index:    0 1 2 3          Components:    16
//   float4 TilingUVTransform;          // Index:    4.xyzw           Components:     4 [unused]
//
// }
//
// cbuffer StrategicView_WaterShaderGlobals
// {
//
//   row_major float4x4 g_TextureMatrix;// Index:    0 1 2 3          Components:    16
//   float4 g_ColorTable[4];            // Index:    4 5 6 7          Components:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// StrategicView_WaterShaderDynamics    cbuffer      NA          NA    0        1
// StrategicViewShaderGlobals        cbuffer      NA          NA    1        1
// StrategicView_WaterShaderGlobals    cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz
// NORMAL                   0   xyz         1     NONE   float
// TEXCOORD                 0   xy          2     NONE   float   xy
// SV_INSTANCEID            0   x           3   INSTID    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   x           2     NONE    uint   x
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[32], dynamicIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_input v0.xyz
dcl_input v2.xy
dcl_input_sgv v3.x, instance_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.x

dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120
dcl_temps 6

ishl r0.x, v3.x, l(2)
mul r0.yzw, v0.yyyy, cb0[r0.x + 1].xxyz
mad r0.yzw, v0.xxxx, cb0[r0.x + 0].xxyz, r0.yyzw
mad r0.yzw, v0.zzzz, cb0[r0.x + 2].xxyz, r0.yyzw
add r0.xyz, r0.yzwy, cb0[r0.x + 3].xyzx
mad r0.xyz, r0.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
round_ni r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, l(0.100000, 0.100000, 0.100000, 0.000000)
mul r1.xyzw, r0.yyyy, cb1[1].xyzw
mad r1.xyzw, r0.xxxx, cb1[0].xyzw, r1.xyzw
mad r0.xyzw, r0.zzzz, cb1[2].xyzw, r1.xyzw
add r2.xyzw, r0.xyzw, cb1[3].xyzw


ld_indexable(texture2d)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r4.xyzw, l(2, 0, 0, 0), t120.xyzw
ld_indexable(texture1d)(float,float,float,float) r5.xyzw, l(3, 0, 0, 0), t120.xyzw

if_z r5.w
mad r2.x, r3.x, r4.y, r2.x
endif

mov o0.xyzw, r2.xyzw

mul r0.xy, v2.yyyy, cb2[1].xyxx
mad r0.xy, v2.xxxx, cb2[0].xyxx, r0.xyxx
add o1.xy, r0.xyxx, cb2[3].xyxx
mov o2.x, v3.x
ret
// Approximately 17 instruction slots used
