//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   row_major float3x4 BoneMatrices[64];
//   float ShadowPointLight;
//   sampler2D Texture2DParameter_6cacb6396fe94aef83ac4f17e82f5b83;
//   row_major float4x4 WorldMatrix;
//   float4 global_Data;
//   row_major float4x4 global_View;
//   float4 global_ViewInfo;
//   float4 global_ViewPos;
//   row_major float4x4 global_ViewProjection;
//
//
// Registers:
//
//   Name                                                Reg   Size
//   --------------------------------------------------- ----- ----
//   BoneMatrices                                        c0     192
//   WorldMatrix                                         c192     4
//   ShadowPointLight                                    c196     1
//   global_ViewInfo                                     c237     1
//   global_Data                                         c238     1
//   global_View                                         c239     3
//   global_ViewProjection                               c247     4
//   global_ViewPos                                      c251     1
//   Texture2DParameter_6cacb6396fe94aef83ac4f17e82f5b83 s0       1
//

    vs_3_0
    def c197, 0.449999988, 3, 0, 0.200000003
    def c198, 1, 0, 0, 0
    dcl_texcoord v0  // In<0,1>
    dcl_blendindices v1  // In<2,3,4,5>
    dcl_blendweight v2  // In<6,7,8,9>
    dcl_position v3  // In<10,11,12>
    dcl_2d s0
    dcl_position o0
    dcl_texcoord o1.x

#line 26 "C:\Program Files (x86)\EoC Tools\memory"
    mov r0.xz, c197
    mul r0.x, r0.x, c238.x
    mad r1.xy, v0, c197.y, r0.x
    mov r1.zw, c197.z
    texldl r1, r1, s0  // ::Local1<0,1,2>

#line 29
    mul r1.xyz, r1, c197.zwzw  // ::Local3<0,1,2>

#line 42
    slt r2, v1, -v1
    frc r3, v1
    add r4, -r3, v1
    slt r3, -r3, r3
    mad r2, r2, r3, r4
    mul r2, r2, c197.y
    mova a0.x, r2.y

#line 45
    mad r3, v3.xyzx, c198.xxxy, c198.yyyx
    dp4 r4.x, c0[a0.x], r3
    dp4 r4.y, c1[a0.x], r3
    dp4 r4.z, c2[a0.x], r3
    mul r0.xyw, r4.xyzz, v2.y

#line 39
    mova a0.x, r2.x

#line 45
    dp4 r4.x, c0[a0.x], r3
    dp4 r4.y, c1[a0.x], r3
    dp4 r4.z, c2[a0.x], r3
    mad r0.xyw, v2.x, r4.xyzz, r0  // ::worldPosition<0,1,2>

#line 41
    mova a0.xy, r2.zwzw

#line 47
    dp4 r2.x, c0[a0.x], r3
    dp4 r2.y, c1[a0.x], r3
    dp4 r2.z, c2[a0.x], r3
    mad r0.xyw, v2.z, r2.xyzz, r0  // ::worldPosition<0,1,2>
    dp4 r2.x, c0[a0.y], r3
    dp4 r2.y, c1[a0.y], r3
    dp4 r2.z, c2[a0.y], r3
    mad r2.xyz, v2.w, r2, r0.xyww  // ::worldPosition<0,1,2>
    mov r2.w, c198.x
    dp4 r3.x, c192, r2  // ::worldPosition<0>
    dp4 r3.y, c193, r2  // ::worldPosition<1>
    dp4 r3.z, c194, r2  // ::worldPosition<2>
    dp4 r3.w, c195, r2  // ::worldPosition<3>
    mov r1.w, c197.z
    add r1, r1, r3  // ::worldPosition<0,1,2,3>

#line 54
    dp4 o0.x, c247, r1  // ::main<0>
    dp4 o0.y, c248, r1  // ::main<1>
    dp4 o0.z, c249, r1  // ::main<2>
    dp4 o0.w, c250, r1  // ::main<3>

#line 62
    add r0.xyw, r1.xyzz, -c251.xyzz

#line 67
    dp4 r1.x, c241, r1  // ::viewPosition<2>

#line 62
    dp3 r0.x, r0.xyww, r0.xyww
    rsq r0.x, r0.x
    rcp r0.x, r0.x  // ::vertexDepth<0>

#line 73
    rcp r0.y, c237.x

#line 60
    mad r0.x, r1.x, -r0.y, r0.x

#line 73
    mul r0.y, r0.y, r1.x  // ::depthNormalized<0>

#line 60
    slt r0.z, r0.z, c196.x
    mad o1.x, r0.z, r0.x, r0.y  // ::main<4>

// approximately 54 instruction slots used (2 texture, 52 arithmetic)
 