//strategy map
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Sat Aug 15 23:05:01 2020
//
//
// Buffer Definitions:
//
// cbuffer StrategicView_SpriteShaderDynamics
// {
//
//   row_major float4x4 WorldMatrix[32];// Index:    0-127            Components:   512
//   float4 UVBoundingBox[32];          // Index:  128-159            Components:   128
//   float4 TintColor[32];              // Index:  160-191            Components:   128
//   uint4 TextureIDs[32];              // Index:  192-223            Components:   128
//   float4 LerpFactors[32];            // Index:  224-255            Components:   128
//
// }
//
// cbuffer StrategicViewShaderGlobals
// {
//
//   row_major float4x4 ViewProjectionMatrix;// Index:    0 1 2 3          Components:    16
//   float4 TilingUVTransform;          // Index:    4.xyzw           Components:     4 [unused]
//
// }
//
// cbuffer StrategicView_SpriteShaderGlobals
// {
//
//   float3 SpriteUnsquashFactor;       // Index:    0.xyz            Components:     3
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// StrategicView_SpriteShaderDynamics    cbuffer      NA          NA    0        1
// StrategicViewShaderGlobals        cbuffer      NA          NA    1        1
// StrategicView_SpriteShaderGlobals    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   xy          2     NONE    uint   xy
// TEXCOORD                 2     z         2     NONE   float     z
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[256], dynamicIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[1], 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.xy
dcl_output o2.z
dcl_output o3.xyzw

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

add r0.xyz, l(-1.000000, -1.000000, -1.000000, 0.000000), cb2[0].xyzx
mov r0.w, v3.x
mad r0.xyz, cb0[r0.w + 224].yyyy, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.xyz, r0.xyzx, v0.xyzx
ishl r1.x, v3.x, l(2)
mul r1.yzw, r0.yyyy, cb0[r1.x + 1].xxyz
mad r1.yzw, r0.xxxx, cb0[r1.x + 0].xxyz, r1.yyzw
mad r0.xyz, r0.zzzz, cb0[r1.x + 2].xyzx, r1.yzwy
add r0.xyz, r0.xyzx, cb0[r1.x + 3].xyzx
mul r1.xyzw, r0.yyyy, cb1[1].xyzw
mad r1.xyzw, r0.xxxx, cb1[0].xyzw, r1.xyzw
mad r1.xyzw, r0.zzzz, cb1[2].xyzw, r1.xyzw
add r2.xyzw, r1.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

add r0.xy, -cb0[r0.w + 128].xyxx, cb0[r0.w + 128].zwzz
mad o1.xy, v2.xyxx, r0.xyxx, cb0[r0.w + 128].xyxx
mov o2.xy, cb0[r0.w + 192].xyxx
mov o2.z, cb0[r0.w + 224].x
mov o3.xyzw, cb0[r0.w + 160].xyzw
ret
// Approximately 19 instruction slots used
