//shadows 2
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Sat Aug 15 13:57:35 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
// RigidModelDynamics_Tint     0   xyzw        1     NONE   float   xyzw
// RigidModelDynamics_Tint     1   xyzw        2     NONE   float   xyzw
// RigidModelDynamics_Tint     2   xyzw        3     NONE   float   xyzw
// RigidModelDynamics_Tint     3   xyzw        4     NONE   float
// RigidModelDynamics_Tint     4   xyzw        5     NONE   float
// RigidModelDynamics_Tint     5   xy          6     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      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.xyzw
dcl_input v2.xyzw
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_temps 3
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, v2.xyzw
mul r1.xyzw, r1.xxxx, cb1[1].xyzw
dp4 r2.x, r0.xyzw, v1.xyzw
dp4 r0.x, r0.xyzw, v3.xyzw
mad r1.xyzw, r2.xxxx, cb1[0].xyzw, r1.xyzw
mad r0.xyzw, r0.xxxx, cb1[2].xyzw, r1.xyzw
add o0.xyzw, r0.xyzw, cb1[3].xyzw
ret
// Approximately 13 instruction slots used

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