//water reflections 
cbuffer cb_object1 : register(b0)
{
  float4x4 u_mvMatrix : packoffset(c0);
  float4x4 u_mvpMatrix : packoffset(c4);
  float4x4 u_mlpMatrix : packoffset(c8);
  float4x4 u_mlpMatrix2 : packoffset(c12);
  float4 u_tex0ScaleOffset : packoffset(c16);
}

cbuffer cb_object2 : register(b1)
{
  float2 u_bumpTranslation0 : packoffset(c0);
  float2 u_bumpScale0 : packoffset(c0.z);
  float2 u_bumpTranslation1 : packoffset(c1);
  float2 u_bumpScale1 : packoffset(c1.z);
  float3 u_eyePosition : packoffset(c2);
  float4 u_refractionColor : packoffset(c3);
  float u_bumpMasterScale : packoffset(c4);
}

cbuffer cb_object3 : register(b2)
{
  float2 u_depthRange : packoffset(c0);
  float3 u_lightPosition : packoffset(c1);
  float4 u_diffuseColor : packoffset(c2);
  float4 u_fogColor : packoffset(c3);
  float u_fogMinDistance : packoffset(c4);
}

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_Position0,
  out float3 o1 : COLOR0,
  out float p1 : COLOR3,
  out float3 o2 : COLOR5,
  out float4 o3 : POSITION2,
  out float3 o4 : COLOR1,
  out float3 o5 : COLOR2,
  out float2 o6 : TEXCOORD0,
  out float2 p6 : TEXCOORD1,
  out float3 o7 : COLOR4,
  out float3 o8 : COLOR6)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.z = dot(v0.xyzw, u_mvpMatrix._m02_m12_m22_m32);
  r0.w = dot(v0.xyzw, u_mvpMatrix._m03_m13_m23_m33);
  r0.x = dot(v0.xyzw, u_mvpMatrix._m00_m10_m20_m30);
  r0.y = dot(v0.xyzw, u_mvpMatrix._m01_m11_m21_m31);

  o0.xyzw = r0.xyzw;

float4 r10 = r0;
float4 stereo = StereoParams.Load(0);
r10.x += stereo.x*(r0.w - stereo.y);

  r1.x = dot(r0.xyz, r0.xyz);
  r1.x = sqrt(r1.x);
  r1.y = -u_depthRange.y + r1.x;
  r1.xy = float2(-8.000000e+000,5.000000e+000) + r1.xy;
  r1.xy = max(r1.xy, float2(0.000000e+000,0.000000e+000));
  r1.x = -u_fogColor.w * r1.x;
  r1.x = exp2(r1.x);
  r1.y = min(r1.y, 5.000000000e+000);
  r1.y = -r1.y * 2.000000030e-001 + 1.000000000e+000;
  p1.x = r1.x * r1.y;
  o1.x = dot(r0.xyzw, u_mlpMatrix._m00_m10_m20_m30);
  o1.y = dot(r0.xyzw, u_mlpMatrix._m01_m11_m21_m31);
  o1.z = dot(r0.xyzw, u_mlpMatrix._m02_m12_m22_m32);
  o2.x = saturate(dot(r0.xyzw, u_mlpMatrix2._m00_m10_m20_m30));
  o2.y = saturate(dot(r0.xyzw, u_mlpMatrix2._m01_m11_m21_m31));
  o2.z = saturate(dot(r0.xyzw, u_mlpMatrix2._m02_m12_m22_m32));
  o7.xyz = r10.xyw;
  o3.xyzw = float4(0.000000e+000,0.000000e+000,0.000000e+000,0.000000e+000);
  o4.xyz = float3(0.000000e+000,0.000000e+000,0.000000e+000);
  o5.xyz = float3(0.000000e+000,0.000000e+000,0.000000e+000);
  o6.xy = v0.xy * u_bumpScale0.xy + u_bumpTranslation0.xy;
  p6.xy = v0.xy * u_bumpScale1.xy + u_bumpTranslation1.xy;
  o8.xyz = u_eyePosition.xyz + -v0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions: 
//
// cbuffer cb_object1
// {
//
//   float4x4 u_mvMatrix;               // Offset:    0 Size:    64 [unused]
//   float4x4 u_mvpMatrix;              // Offset:   64 Size:    64
//   float4x4 u_mlpMatrix;              // Offset:  128 Size:    64
//   float4x4 u_mlpMatrix2;             // Offset:  192 Size:    64
//   float4 u_tex0ScaleOffset;          // Offset:  256 Size:    16 [unused]
//
// }
//
// cbuffer cb_object2
// {
//
//   float2 u_bumpTranslation0;         // Offset:    0 Size:     8
//   float2 u_bumpScale0;               // Offset:    8 Size:     8
//   float2 u_bumpTranslation1;         // Offset:   16 Size:     8
//   float2 u_bumpScale1;               // Offset:   24 Size:     8
//   float3 u_eyePosition;              // Offset:   32 Size:    12
//   float4 u_refractionColor;          // Offset:   48 Size:    16 [unused]
//   float u_bumpMasterScale;           // Offset:   64 Size:     4 [unused]
//
// }
//
// cbuffer cb_object3
// {
//
//   float2 u_depthRange;               // Offset:    0 Size:     8
//   float3 u_lightPosition;            // Offset:   16 Size:    12 [unused]
//   float4 u_diffuseColor;             // Offset:   32 Size:    16 [unused]
//   float4 u_fogColor;                 // Offset:   48 Size:    16
//   float u_fogMinDistance;            // Offset:   64 Size:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cb_object1                        cbuffer      NA          NA    0        1
// cb_object2                        cbuffer      NA          NA    1        1
// cb_object3                        cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float       
// TEXCOORD                 0   xy          2     NONE   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyz         1     NONE   float   xyz 
// COLOR                    3      w        1     NONE   float      w
// COLOR                    5   xyz         2     NONE   float   xyz 
// POSITION                 2   xyzw        3     NONE   float   xyzw
// COLOR                    1   xyz         4     NONE   float   xyz 
// COLOR                    2   xyz         5     NONE   float   xyz 
// TEXCOORD                 0   xy          6     NONE   float   xy  
// TEXCOORD                 1     zw        6     NONE   float     zw
// COLOR                    4   xyz         7     NONE   float   xyz 
// COLOR                    6   xyz         8     NONE   float   xyz 
//
vs_4_0
dcl_constantbuffer cb0[15], immediateIndexed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_output o1.w
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyz
dcl_output o5.xyz
dcl_output o6.xy
dcl_output o6.zw
dcl_output o7.xyz
dcl_output o8.xyz
dcl_temps 2
dp4 r0.z, v0.xyzw, cb0[6].xyzw
dp4 r0.w, v0.xyzw, cb0[7].xyzw
dp4 r0.x, v0.xyzw, cb0[4].xyzw
dp4 r0.y, v0.xyzw, cb0[5].xyzw
mov o0.xyzw, r0.xyzw
dp3 r1.x, r0.xyzx, r0.xyzx
sqrt r1.x, r1.x
add r1.y, r1.x, -cb2[0].y
add r1.xy, r1.xyxx, l(-8.000000, 5.000000, 0.000000, 0.000000)
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r1.x, r1.x, -cb2[3].w
exp r1.x, r1.x
min r1.y, r1.y, l(5.000000)
mad r1.y, -r1.y, l(0.200000), l(1.000000)
mul o1.w, r1.y, r1.x
dp4 o1.x, r0.xyzw, cb0[8].xyzw
dp4 o1.y, r0.xyzw, cb0[9].xyzw
dp4 o1.z, r0.xyzw, cb0[10].xyzw
dp4_sat o2.x, r0.xyzw, cb0[12].xyzw
dp4_sat o2.y, r0.xyzw, cb0[13].xyzw
dp4_sat o2.z, r0.xyzw, cb0[14].xyzw
mov o7.xyz, r0.xywx
mov o3.xyzw, l(0,0,0,0)
mov o4.xyz, l(0,0,0,0)
mov o5.xyz, l(0,0,0,0)
mad o6.xy, v0.xyxx, cb1[0].zwzz, cb1[0].xyxx
mad o6.zw, v0.xxxy, cb1[1].zzzw, cb1[1].xxxy
add o8.xyz, -v0.xyzx, cb1[2].xyzx
ret 
// Approximately 29 instruction slots used

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