//flickering shadows in animated leaders screen
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Sun Aug 16 00:42:49 2020
//
//
// Buffer Definitions:
//
// cbuffer LeaderGlobals
// {
//
//   row_major float4x4 g_world;        // Index:    0 1 2 3          Components:    16 [unused]
//   row_major float4x4 g_world_invtrans;// Index:    4 5 6 7          Components:    16 [unused]
//   row_major float4x4 g_vp;           // Index:    8 9 10 11        Components:    16
//   float3 g_eye_pos;                  // Index:   12.xyz            Components:     3 [unused]
//   float4 g_skin_window;              // Index:   13.xyzw           Components:     4 [unused]
//   float2 g_ortho_dims;               // Index:   14.xy             Components:     2 [unused]
//   float2 g_filmgate;                 // Index:   14.zw             Components:     2 [unused]
//   float g_intermediate_exposure;     // Index:   15.x              Components:     1 [unused]
//   float4 g_light_colors[3];          // Index:   16 17 18          Components:    12 [unused]
//   float4 g_light_dirs[3];            // Index:   19 20 21          Components:    12 [unused]
//   row_major float4x4 g_ao_mat;       // Index:   22 23 24 25       Components:    16 [unused]
//   row_major float4x4 g_shadow_mats[3];// Index:   26-37             Components:    48 [unused]
//   row_major float4x4 g_inv_shadow_mats[3];// Index:   38-49             Components:    48 [unused]
//   float4 g_shadow_windows[3];        // Index:   50 51 52          Components:    12 [unused]
//   uint g_n_lights;                   // Index:   53.x              Components:     1 [unused]
//   bool g_b_dither;                   // Index:   53.y              Components:     1 [unused]
//   float2 g_dither_offset;            // Index:   53.zw             Components:     2 [unused]
//   float2 g_dither_inv_dims;          // Index:   54.xy             Components:     2 [unused]
//
// }
//
// Resource bind info for tx_vertices
// {
//
//   struct TransformedVertex
//   {
//
//       float3 vPosWS;                 // Index:    0
//       float3 vNormal;                // Index:    0.w
//       float3 vTangent;               // Index:    1.z
//       float3 vBitangent;             // Index:    2.y
//
//   } $Element;                        // Index:    0 1 2            Components:    12
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// tx_vertices                       texture  struct         r/o    7        1
// LeaderGlobals                     cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xy          0     NONE   float   xy
// SV_VERTEXID              0   x           1   VERTID    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyz         1     NONE   float   xyz
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
// TEXCOORD                 4   xy          5     NONE   float   xy
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[12], immediateIndexed
dcl_resource_structured t7, 48
dcl_input v0.xy
dcl_input_sgv v1.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyz
dcl_output o5.xy

dcl_constantbuffer cb12[0], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120
dcl_temps 5

ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r0.xyzw, v1.x, l(0), t7.xyzw
mul r1.xyzw, r0.yyyy, cb1[9].xyzw
mad r1.xyzw, r0.xxxx, cb1[8].xyzw, r1.xyzw
mad r1.xyzw, r0.zzzz, cb1[10].xyzw, r1.xyzw
add r2.xyzw, r1.xyzw, cb1[11].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(3, 0, 0, 0), t120.xyzw

if_z r4.z
add r3.y, r2.w, -r3.y
mad r2.x, r3.x, r3.y, r2.x
endif

mov o0.xyzw, r2.xyzw

mov o1.x, r0.w
mov o4.xyz, r0.xyzx
ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r0.xyzw, v1.x, l(16), t7.xyzw
mov o1.yz, r0.xxyx
mov o2.xy, r0.zwzz
ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r0.xyzw, v1.x, l(32), t7.xyzw
mov o2.z, r0.x
mov o3.xyz, r0.yzwy
mov o5.xy, v0.xyxx
ret
// Approximately 15 instruction slots used
