//halo-- windows & fog
// ---- Created with 3Dmigoto v1.2.39 on Tue Jun 14 11:10:37 2016

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float4x4 ScreenToWorldMatrix : packoffset(c4);
  bool bDecompressSceneColor : packoffset(c8);
  float4 PackedParameters : packoffset(c9);
  float4 MinMaxBlurClamp : packoffset(c10);
  float4 LightColorAndFalloffExponent : packoffset(c11);
  float3 DistanceFieldParameters : packoffset(c12);
  float4x4 ScreenToShadowMatrix : packoffset(c13);
  float4 ShadowBufferAndTexelSize : packoffset(c17);
  float ShadowOverrideFactor : packoffset(c18);
  float SSSMultiplier : packoffset(c18.y);
  bool bReceiveDynamicShadows : packoffset(c18.z);
  bool bEnableDistanceShadowFading : packoffset(c18.w);
  float2 DistanceFadeParameters : packoffset(c19);
  float4 IBLPositionAndWeight0 : packoffset(c20);
  float4 IBLPositionAndWeight1 : packoffset(c21);
  float4 IBLPositionAndWeight2 : packoffset(c22);
  float4 IBLPositionAndWeight3 : packoffset(c23);
  float4x4 IBLProxyOBB0 : packoffset(c24);
  float4x4 IBLProxyOBB1 : packoffset(c28);
  float4x4 IBLProxyOBB2 : packoffset(c32);
  float4 IBLUseProxyVolume : packoffset(c36);
  float4x4 IBLLastProxyOBB0 : packoffset(c37);
  float4x4 IBLLastProxyOBB1 : packoffset(c41);
  float4x4 IBLLastProxyOBB2 : packoffset(c45);
  float4 IBLUseLastProxyVolume : packoffset(c49);
  float ForcedIBLWeight : packoffset(c50);
  float AdditionalReflections : packoffset(c50.y);
  float4x4 InvViewProjectionMatrix : packoffset(c51);
  float3 CameraWorldPos : packoffset(c55);
  float3 ActorWorldPos : packoffset(c56);
  float4 ObjectWorldPositionAndRadius : packoffset(c57);
  float3 ObjectOrientation : packoffset(c58);
  float3 ObjectPostProjectionPosition : packoffset(c59);
  float3 ObjectNDCPosition : packoffset(c60);
  float4 ObjectMacroUVScales : packoffset(c61);
  float3 FoliageImpulseDirection : packoffset(c62);
  float4 FoliageNormalizedRotationAxisAndAngle : packoffset(c63);
  float4 WindDirectionAndSpeed : packoffset(c64);
  float3x3 LocalToWorldMatrix : packoffset(c65);
  float3x3 WorldToLocalMatrix : packoffset(c68);
  float3x3 WorldToViewMatrix : packoffset(c71);
  float3x3 ViewToWorldMatrix : packoffset(c74);
  float4 UniformPixelVector_0 : packoffset(c77);
  float4 UniformPixelVector_1 : packoffset(c78);
  float4 UniformPixelScalars_0 : packoffset(c79);
  float3 TemporalAAParameters : packoffset(c80);
  float4x4 PreviousLocalToWorld : packoffset(c81);
  float LocalToWorldRotDeterminantFlip : packoffset(c85);
  float3x3 WorldToLocal : packoffset(c86);
  float4 LightmapCoordinateScaleBias : packoffset(c89);
  float4 ShadowmapCoordinateScaleBias : packoffset(c90);
}

//-----------------------------------NEW-----------
cbuffer NVStereoCB : register(b12)
{
  float nv_negative_separation_convergence;
  float nv_separation;
  float nv_unused;
  float nv_stereo_enabled;
}

cbuffer VSOffsetConstants : register(b1)
{
  float4x4 ViewProjectionMatrix : packoffset(c0);
  float4 CameraPositionVS : packoffset(c4);
  float4 PreViewTranslation : packoffset(c5);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main( 
  float4 v0 : POSITION0,
  float3 v1 : TANGENT0,
  float4 v2 : NORMAL0,
  float4 v3 : COLOR1,
  out float4 o0 : TEXCOORD10,
  out float4 o1 : TEXCOORD11,
  out float4 o2 : COLOR0,
  out float4 o3 : TEXCOORD5,
  out float4 o4 : SV_Position0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = v1.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r1.xyzw = v2.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1);
  r2.xyz = r1.yzx * r0.xyz;
  r0.xyz = r1.xyz * r0.yzx + -r2.xyz;
  r0.xyz = r0.xyz * r1.www;
  r2.xyz = r0.xyz * r1.yzx;
  r2.xyz = r0.zxy * r1.zxy + -r2.xyz;
  r2.xyz = r2.xyz * r1.www;
  r2.yw = LocalToWorld._m01_m21 * r2.yy;
  r2.xy = LocalToWorld._m00_m20 * r2.xx + r2.yw;
  r2.xy = LocalToWorld._m02_m22 * r2.zz + r2.xy;
  r0.zw = LocalToWorld._m01_m21 * r0.zz;
  r0.yz = LocalToWorld._m00_m20 * r0.yy + r0.zw;
  r0.xy = LocalToWorld._m02_m22 * r0.xx + r0.yz;
  r2.z = r0.x;
  o1.y = r0.y;
  r0.xy = LocalToWorld._m01_m21 * r1.yy;
  r0.xy = LocalToWorld._m00_m20 * r1.xx + r0.xy;
  r0.xy = LocalToWorld._m02_m22 * r1.zz + r0.xy;
  o1.w = LocalToWorldRotDeterminantFlip * r1.w;
  r2.w = r0.x;
  o1.z = r0.y;
  o0.xyz = r2.xzw;
  o1.x = r2.y;
  o2.xyzw = v3.zyxw;
  r0.xyzw = LocalToWorld._m01_m11_m21_m31 * v0.yyyy;
  r0.xyzw = LocalToWorld._m00_m10_m20_m30 * v0.xxxx + r0.xyzw;
  r0.xyzw = LocalToWorld._m02_m12_m22_m32 * v0.zzzz + r0.xyzw;
  r0.xyzw = LocalToWorld._m03_m13_m23_m33 * v0.wwww + r0.xyzw;
  r1.xyzw = ViewProjectionMatrix._m01_m11_m21_m31 * r0.yyyy;
  r1.xyzw = ViewProjectionMatrix._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
  r1.xyzw = ViewProjectionMatrix._m02_m12_m22_m32 * r0.zzzz + r1.xyzw;
  r0.xyzw = ViewProjectionMatrix._m03_m13_m23_m33 * r0.wwww + r1.xyzw;
float4 stereo = StereoParams.Load(0);
r0.x += stereo.x*(r0.w - stereo.y);
  o3.xyzw = r0.xyzw;
  o4.xyzw = r0.xyzw;

//this removes the stereo applied by hueristics (the driver was
//only applying stereo to some textures)
if(nv_stereo_enabled > 1)
{
o4.x += nv_separation * o4.w + nv_negative_separation_convergence;
}
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Tue Jun 14 11:10:37 2016
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64
//   float4x4 ScreenToWorldMatrix;      // Offset:   64 Size:    64 [unused]
//   bool bDecompressSceneColor;        // Offset:  128 Size:     4 [unused]
//   float4 PackedParameters;           // Offset:  144 Size:    16 [unused]
//   float4 MinMaxBlurClamp;            // Offset:  160 Size:    16 [unused]
//   float4 LightColorAndFalloffExponent;// Offset:  176 Size:    16 [unused]
//   float3 DistanceFieldParameters;    // Offset:  192 Size:    12 [unused]
//   float4x4 ScreenToShadowMatrix;     // Offset:  208 Size:    64 [unused]
//   float4 ShadowBufferAndTexelSize;   // Offset:  272 Size:    16 [unused]
//   float ShadowOverrideFactor;        // Offset:  288 Size:     4 [unused]
//   float SSSMultiplier;               // Offset:  292 Size:     4 [unused]
//   bool bReceiveDynamicShadows;       // Offset:  296 Size:     4 [unused]
//   bool bEnableDistanceShadowFading;  // Offset:  300 Size:     4 [unused]
//   float2 DistanceFadeParameters;     // Offset:  304 Size:     8 [unused]
//   float4 IBLPositionAndWeight0;      // Offset:  320 Size:    16 [unused]
//   float4 IBLPositionAndWeight1;      // Offset:  336 Size:    16 [unused]
//   float4 IBLPositionAndWeight2;      // Offset:  352 Size:    16 [unused]
//   float4 IBLPositionAndWeight3;      // Offset:  368 Size:    16 [unused]
//   float4x4 IBLProxyOBB0;             // Offset:  384 Size:    64 [unused]
//   float4x4 IBLProxyOBB1;             // Offset:  448 Size:    64 [unused]
//   float4x4 IBLProxyOBB2;             // Offset:  512 Size:    64 [unused]
//   float4 IBLUseProxyVolume;          // Offset:  576 Size:    16 [unused]
//   float4x4 IBLLastProxyOBB0;         // Offset:  592 Size:    64 [unused]
//   float4x4 IBLLastProxyOBB1;         // Offset:  656 Size:    64 [unused]
//   float4x4 IBLLastProxyOBB2;         // Offset:  720 Size:    64 [unused]
//   float4 IBLUseLastProxyVolume;      // Offset:  784 Size:    16 [unused]
//   float ForcedIBLWeight;             // Offset:  800 Size:     4 [unused]
//   float AdditionalReflections;       // Offset:  804 Size:     4 [unused]
//   float4x4 InvViewProjectionMatrix;  // Offset:  816 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:  880 Size:    12 [unused]
//   float3 ActorWorldPos;              // Offset:  896 Size:    12 [unused]
//   float4 ObjectWorldPositionAndRadius;// Offset:  912 Size:    16 [unused]
//   float3 ObjectOrientation;          // Offset:  928 Size:    12 [unused]
//   float3 ObjectPostProjectionPosition;// Offset:  944 Size:    12 [unused]
//   float3 ObjectNDCPosition;          // Offset:  960 Size:    12 [unused]
//   float4 ObjectMacroUVScales;        // Offset:  976 Size:    16 [unused]
//   float3 FoliageImpulseDirection;    // Offset:  992 Size:    12 [unused]
//   float4 FoliageNormalizedRotationAxisAndAngle;// Offset: 1008 Size:    16 [unused]
//   float4 WindDirectionAndSpeed;      // Offset: 1024 Size:    16 [unused]
//   float3x3 LocalToWorldMatrix;       // Offset: 1040 Size:    44 [unused]
//   float3x3 WorldToLocalMatrix;       // Offset: 1088 Size:    44 [unused]
//   float3x3 WorldToViewMatrix;        // Offset: 1136 Size:    44 [unused]
//   float3x3 ViewToWorldMatrix;        // Offset: 1184 Size:    44 [unused]
//   float4 UniformPixelVector_0;       // Offset: 1232 Size:    16 [unused]
//   float4 UniformPixelVector_1;       // Offset: 1248 Size:    16 [unused]
//   float4 UniformPixelScalars_0;      // Offset: 1264 Size:    16 [unused]
//   float3 TemporalAAParameters;       // Offset: 1280 Size:    12 [unused]
//   float4x4 PreviousLocalToWorld;     // Offset: 1296 Size:    64 [unused]
//   float LocalToWorldRotDeterminantFlip;// Offset: 1360 Size:     4
//   float3x3 WorldToLocal;             // Offset: 1376 Size:    44 [unused]
//   float4 LightmapCoordinateScaleBias;// Offset: 1424 Size:    16 [unused]
//   float4 ShadowmapCoordinateScaleBias;// Offset: 1440 Size:    16 [unused]
//
// }
//
// cbuffer VSOffsetConstants
// {
//
//   float4x4 ViewProjectionMatrix;     // Offset:    0 Size:    64
//   float4 CameraPositionVS;           // Offset:   64 Size:    16 [unused]
//   float4 PreViewTranslation;         // Offset:   80 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
// VSOffsetConstants                 cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyz         1     NONE   float   xyz 
// NORMAL                   0   xyzw        2     NONE   float   xyzw
// COLOR                    1   xyzw        3     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 5   xyzw        3     NONE   float   xyzw
// SV_Position              0   xyzw        4      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[86], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xyzw
dcl_input v3.xyzw
dcl_output o0.xyz
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output_siv o4.xyzw, position
dcl_temps 3
mad r0.xyz, v1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r1.xyzw, v2.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
mul r2.xyz, r0.xyzx, r1.yzxy
mad r0.xyz, r1.xyzx, r0.yzxy, -r2.xyzx
mul r0.xyz, r1.wwww, r0.xyzx
mul r2.xyz, r1.yzxy, r0.xyzx
mad r2.xyz, r0.zxyz, r1.zxyz, -r2.xyzx
mul r2.xyz, r1.wwww, r2.xyzx
mul r2.yw, r2.yyyy, cb0[1].xxxz
mad r2.xy, cb0[0].xzxx, r2.xxxx, r2.ywyy
mad r2.xy, cb0[2].xzxx, r2.zzzz, r2.xyxx
mul r0.zw, r0.zzzz, cb0[1].xxxz
mad r0.yz, cb0[0].xxzx, r0.yyyy, r0.zzwz
mad r0.xy, cb0[2].xzxx, r0.xxxx, r0.yzyy
mov r2.z, r0.x
mov o1.y, r0.y
mul r0.xy, r1.yyyy, cb0[1].xzxx
mad r0.xy, cb0[0].xzxx, r1.xxxx, r0.xyxx
mad r0.xy, cb0[2].xzxx, r1.zzzz, r0.xyxx
mul o1.w, r1.w, cb0[85].x
mov r2.w, r0.x
mov o1.z, r0.y
mov o0.xyz, r2.xzwx
mov o1.x, r2.y
mov o2.xyzw, v3.zyxw
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb0[3].xyzw, v0.wwww, r0.xyzw
mul r1.xyzw, r0.yyyy, cb1[1].xyzw
mad r1.xyzw, cb1[0].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb1[2].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb1[3].xyzw, r0.wwww, r1.xyzw
mov o3.xyzw, r0.xyzw
mov o4.xyzw, r0.xyzw
ret 
// Approximately 36 instruction slots used

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