//strategy map
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Sat Aug 15 23:08:04 2020
//
//
// Buffer Definitions:
//
// cbuffer StrategicView_ClutterShaderDynamics
// {
//
//   row_major float4x4 WorldMatrix;    // Index:    0 1 2 3          Components:    16
//   row_major float4x4 TextureMatrix;  // Index:    4 5 6 7          Components:    16
//   float3 Visibility;                 // Index:    8.xyz            Components:     3 [unused]
//   float3 TextureIDs;                 // Index:    9.xyz            Components:     3 [unused]
//   int3 ClutterIDs;                   // Index:   10.xyz            Components:     3 [unused]
//   int3 ClutterOnOff;                 // Index:   11.xyz            Components:     3 [unused]
//   uint TerrainBlendIndex;            // Index:   11.w              Components:     1 [unused]
//
// }
//
// cbuffer StrategicViewShaderGlobals
// {
//
//   row_major float4x4 ViewProjectionMatrix;// Index:    0 1 2 3          Components:    16
//   float4 TilingUVTransform;          // Index:    4.xyzw           Components:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// StrategicView_ClutterShaderDynamics    cbuffer      NA          NA    0        1
// StrategicViewShaderGlobals        cbuffer      NA          NA    1        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
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[8], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_input v0.xyz
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw

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

mul r0.xyz, v0.yyyy, cb0[1].xyzx
mad r0.xyz, v0.xxxx, cb0[0].xyzx, r0.xyzx
mad r0.xyz, v0.zzzz, cb0[2].xyzx, r0.xyzx
add r0.xyz, r0.xyzx, cb0[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, cb0[5].xyxx
mad r0.xy, v2.xxxx, cb0[4].xyxx, r0.xyxx
add o1.xy, r0.xyxx, cb0[7].xyxx
add r0.xyzw, v2.xyxy, l(-0.500000, -0.250000, 0.500000, -0.250000)
mul r1.xyzw, r0.yyww, cb0[5].xyxy
mad r0.xyzw, r0.xxzz, cb0[4].xyxy, r1.xyzw
add o1.zw, r0.xxxy, cb0[7].xxxy
add o2.xy, r0.zwzz, cb0[7].xyxx
add r0.xy, v2.xyxx, l(0.000000, 0.500000, 0.000000, 0.000000)
mul r0.yz, r0.yyyy, cb0[5].xxyx
mad r0.xy, r0.xxxx, cb0[4].xyxx, r0.yzyy
add o2.zw, r0.xxxy, cb0[7].xxxy
ret
// Approximately 24 instruction slots used
