// crosshair brackets
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 mat[240];
//
//
// Registers:
//
//   Name         Reg   Size
//   ------------ ----- ----
//   mat          c1     240
//

    vs_3_0
    def c0, 2040, 0.100000001, 0, 0
    def c241, 1.10000002, 2.0999999, 3.0999999, 4.0999999
    def c242, 5.0999999, 6.0999999, 7.0999999, 0
def c100, 0, 0, 0, 0
def c245, 0.75, 0, 20, 40
def c247, 0.25, 1, 0.0625, 4
dcl_2d s0
    dcl_position o10
dcl_texcoord3 o3
dcl_texcoord o0
dcl_texcoord4 o4
dcl_texcoord2 o2
dcl_position v0  // pos<0,1,2,3>
    dcl_color1 v1  // factors<0,1,2,3>
    dcl_color2 v2  // inst<2>

#line 14 "D:\Darksiders II Deathinitive Edition\memory"
    mad r0.x, v2.z, c0.x, c0.y  // ::index<0>
    frc r0.y, r0.x
    add r0.x, r0.x, -r0.y
    mad r0.y, v2.z, c0.x, -r0.y
    mova a0.x, r0.x
    dp4 r10.x, v0, c1[a0.x]  // opos<0>

#line 19
    add r1, r0.y, c241

#line 22
    add r0.xyz, r0.y, c242

#line 16
    mova a0.x, r1.x
    dp4 r10.y, v0, c1[a0.x]  // opos<1>
    mova a0.x, r1.y
    dp4 r10.z, v0, c1[a0.x]  // opos<2>
    mova a0.xy, r1.zwzw
    mov o3, c1[a0.y]  // cm<0,1,2,3>
    dp4 r10.w, v0, c1[a0.x]  // opos<3>
texldl r24, c247.z, s0
mov r14.x, c252.x

if_eq r14.x, c245.w //index 40
mul r24.x, r24.x, -c245.x
add r10.x, r10.x, -r24.x
//mov r10, c100
endif

if_eq r14.x, c245.z //index 20
mul r24.x, r24.x, -c245.x
add r10.x, r10.x, -r24.x
//mov r10, c100
endif

mov r15.x, c246.x
if_ne r15.x, c100.x
	mov r10, c100
endif

mov o10, r10

#line 21
    mova a0.x, r0.y
    dp4 o0.x, v0, c1[a0.x]  // otc0<0>
    mova a0.xy, r0.zxzw
    mov o4, c1[a0.y]  // ca<0,1,2,3>
    dp4 o0.y, v0, c1[a0.x]  // otc0<1>
    mov o2, v1  // ofactors<0,1,2,3>

// approximately 21 instruction slots used
 

