// menu highlights
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 BufferCamera[27];
//   float4 BufferLights[37];
//   float4 BufferMaterial[9];
//   float4 BufferObject[8];
//   float4 BufferScene[4];
//   float4 BufferTexture[6];
//
//
// Registers:
//
//   Name           Reg   Size
//   -------------- ----- ----
//   BufferLights   c0       6
//   BufferCamera   c6       5
//   BufferScene    c11      4
//   BufferObject   c15      3
//   BufferMaterial c18      3
//   BufferTexture  c21      2
//

    vs_3_0
    def c23, 1, 0, 0, 0
//def c255, 0, 0, 0, 0
def c100, 0, 0, 0, 0
def c242, 39.11, 43.3, 0, 0
def c243, 29.9451, 29.9452, 82.15, 82.16
def c244, 10.1, 12.4, 0.3190, 0.3191
def c245, 41.947, 41.948, 82.30, 82.31
def c246, 82.35, 82.36, 82.28, 82.29
def c247, 24.5, 0.368, 0.0625, 1 //24.5
def c248, 12.25, 1.065, 0.2, 2
def c249, 7.2, 0, 0, 0
dcl_2d s3
    dcl_position v0
    dcl_texcoord v1
    dcl_color v2
    dcl_position o0
    dcl_texcoord o1
    dcl_color o2
    dcl_color1 o3
    mad r0, v0.xyzx, c23.xxxy, c23.yyyx
    dp4 r1.y, r0, c16
    mul r2, r1.y, c7
    dp4 r1.x, r0, c15
    dp4 r1.z, r0, c17
    mad r0, r1.x, c6, r2
    mad r0, r1.z, c8, r0
    add r10, r0, c9
mov r9, r10
mov r11, r10
mov r12, r10
mov r20, r10
texldl r24, c247.z, s3
mov r25, r24
mov r15, c219

if_eq r15.z, c100.x
	mov r19.x, c247.x
else
	mov r19.x, c100.x
endif

add r24.y, r11.w, -r24.y
mad r11.x, r24.x, -r24.y, r11.x
mad r10.x, r25.x, r19.x, r11.x


//-----Quit Game yellow pop-up----------------------
if_gt r10.z, c242.x
if_lt r10.z, c242.y
if_eq r15.x, c100.x
mov r12, r10
	//mov r12, c100
endif
endif
endif

//icons on left side of screen
if_gt r10.z, c245.z
if_lt r10.z, c245.w
//mul r18.x, r19.x, c248.w
//mad r20.x, r25.x, r18.x, r11.x
//mov r12, r20
	//mov r12, c100
endif
endif

//caution icon (top left corner)
if_gt r10.z, c243.z
if_lt r10.z, c243.w
mul r18.x, r19.x, c248.w
mad r20.x, r25.x, r18.x, r11.x
mov r12, r20
	//mov r12, c100
endif
endif

//faint borderlands loading icon striped background
if_gt r10.z, c246.x
if_lt r10.z, c246.y
mul r18.x, r19.x, c248.w
mad r20.x, r25.x, r18.x, r11.x
mov r12, r20
	//mov r12, c100
endif
endif

//borderlands loading icon (left side of screen)
if_gt r10.z, c246.z
if_lt r10.z, c246.w
mul r18.x, r19.x, c248.w
mad r20.x, r25.x, r18.x, r11.x
mov r12, r20
	//mov r12, c100
endif
endif

//red radar screen
if_gt r10.z, c245.x 
if_lt r10.z, c245.y
//if_eq r15.z, c100.x
mov r12, r11
//mul r10.x, r10.x, c248.y
//endif
endif
endif

//Q button prompt
if_gt r10.z, c244.x
if_lt r10.z, c244.y
if_eq r15.x, c100.x

if_eq r15.z, c100.x
//mad r20.x, r25.x, c249.x, r11.x
mov r12, r20
else
mov r12, r11
endif

endif
endif
endif

//clouds in paper cutscene
if_gt r10.z, c244.z
if_lt r10.z, c244.w
if_eq r15.x, c23.x
mov r12, r11
	//mov r12, c100
endif
endif
endif

//rotating rings in scan mode
if_gt r10.z, c243.x
if_lt r10.z, c243.y
mov r12, r11
	//mov r12, c100
endif
endif

//mov r12, r9
mov o0, r12

    mov r1.w, c23.x
    dp4 r0.x, r1, c10
    add r0.x, -r0.x, -c14.x
    max r0.x, r0.x, c23.y
    mul r0.x, r0.x, c14.y
    min r0.x, r0.x, c23.x
    mul o2.x, r0.x, c12.w
    mov r0, c5
    add r0, r0, c20
    mad o3.xyz, v2, c18.x, r0
    mov o3.w, r0.w
    mul r0, c21, v1.xxyy
    add r0.xy, r0.zwzw, r0
    add o1.xy, r0, c22
    mov o1.zw, c23.y
    mul r0.x, c18.z, v2.w
    mul o2.yzw, r0.x, c23.xyyx

// approximately 25 instruction slots used
 