//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4x3 BoneMatrices[75];
//   float DepthBias;
//   float InvMaxSubjectDepth;
//   float4x4 LocalToWorld;
//   float3 MeshExtension;
//   float3 MeshOrigin;
//   float4x4 ProjectionMatrix;
//   float bClampToNearPlane;
//
//
// Registers:
//
//   Name               Reg   Size
//   ------------------ ----- ----
//   BoneMatrices       c6     225
//   LocalToWorld       c231     4
//   ProjectionMatrix   c235     4
//   MeshOrigin         c239     1
//   MeshExtension      c240     1
//   InvMaxSubjectDepth c241     1
//   DepthBias          c242     1
//   bClampToNearPlane  c243     1
//

    vs_3_0
    def c0, 3, 1, 0, 9.99999997e-007
    dcl_position v0
    dcl_blendindices v1
    dcl_blendweight v2
    dcl_texcoord6 v3
    dcl_texcoord4 o0.x
    dcl_position o1
    mul r0, c0.x, v1
    mova a0, r0.yxzw
    mul r1, v2.y, c7[a0.x]
    mad r1, v2.x, c7[a0.y], r1
    mad r0, v2.z, c7[a0.z], r1
    mad r0, v2.w, c7[a0.w], r0
    mov r1.xyz, c240
    mad r1.xyz, v0, r1, c239
    add r1.xyz, r1, v3
    mov r1.w, c0.y
    dp4 r0.x, r1, r0
    mul r0, r0.x, c232
    mul r2, v2.y, c6[a0.x]
    mul r3, v2.y, c8[a0.x]
    mad r3, v2.x, c8[a0.y], r3
    mad r2, v2.x, c6[a0.y], r2
    mad r2, v2.z, c6[a0.z], r2
    mad r3, v2.z, c8[a0.z], r3
    mad r3, v2.w, c8[a0.w], r3
    mad r2, v2.w, c6[a0.w], r2
    dp4 r2.x, r1, r2
    dp4 r1.x, r1, r3
    mad r0, c231, r2.x, r0
    mad r0, c233, r1.x, r0
    add r0, r0, c234
    mul r1, r0.y, c236
    mad r1, c235, r0.x, r1
    mad r1, c237, r0.z, r1
    mad r0, c238, r0.w, r1
    slt r1.x, r0.z, c0.z
    abs r1.y, c243.x
    slt r1.y, -r1.y, r1.y
    mul r1.x, r1.x, r1.y
    lrp r2.xy, r1.x, c0.wyzw, r0.zwzw
    mov o1.xy, r0
    mov r0.x, c241.x
    mad r0.x, r2.x, r0.x, c242.x
    mul o1.z, r2.y, r0.x
    mov o1.w, r2.y
    mov o0.x, r0.x

// approximately 40 instruction slots used
 