//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   row_major float3x4 BoneMatrices[64];
//   row_major float4x4 WorldMatrix;
//   float4x3 global_FogPropertyMatrix;
//   float4 global_ViewPos;
//   row_major float4x4 global_ViewProjection;
//
//
// Registers:
//
//   Name                     Reg   Size
//   ------------------------ ----- ----
//   BoneMatrices             c0     192
//   WorldMatrix              c192     4
//   global_FogPropertyMatrix c234     3
//   global_ViewProjection    c247     4
//   global_ViewPos           c251     1
//

    vs_3_0
    def c196, 3, 1, 0, 0
    dcl_blendindices v0  // In<0,1,2,3>
    dcl_blendweight v1  // In<4,5,6,7>
    dcl_position v2  // In<8,9,10>
    dcl_position o0
    dcl_texcoord o1.x
    dcl_texcoord1 o2.x

#line 27 "c:\Develop\LSProjects\EyesOfAChild\Tools\Glasses\build\memory"
    slt r0, v0, -v0
    frc r1, v0
    add r2, -r1, v0
    slt r1, -r1, r1
    mad r0, r0, r1, r2
    mul r0, r0, c196.x
    mova a0.x, r0.y

#line 30
    mad r1, v2.xyzx, c196.yyyz, c196.zzzy
    dp4 r2.x, c0[a0.x], r1
    dp4 r2.y, c1[a0.x], r1
    dp4 r2.z, c2[a0.x], r1
    mul r2.xyz, r2, v1.y

#line 24
    mova a0.x, r0.x

#line 30
    dp4 r3.x, c0[a0.x], r1
    dp4 r3.y, c1[a0.x], r1
    dp4 r3.z, c2[a0.x], r1
    mad r2.xyz, v1.x, r3, r2  // ::worldPosition<0,1,2>

#line 26
    mova a0.xy, r0.zwzw

#line 32
    dp4 r0.x, c0[a0.x], r1
    dp4 r0.y, c1[a0.x], r1
    dp4 r0.z, c2[a0.x], r1
    mad r0.xyz, v1.z, r0, r2  // ::worldPosition<0,1,2>
    dp4 r2.x, c0[a0.y], r1
    dp4 r2.y, c1[a0.y], r1
    dp4 r2.z, c2[a0.y], r1
    mad r0.xyz, v1.w, r2, r0  // ::worldPosition<0,1,2>
    mov r0.w, c196.y
    dp4 r1.w, c195, r0  // ::worldPosition<3>
    dp4 r1.x, c192, r0  // ::worldPosition<0>
    dp4 r1.z, c194, r0  // ::worldPosition<2>
    dp4 r1.y, c193, r0  // ::worldPosition<1>

#line 37
    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 43
    add r0.xyz, -r1, c251  // ::worldView<0,1,2>

#line 47
    add r0.w, r1.y, -c236.z
    dp3 r0.x, r0, r0
    rsq r0.x, r0.x
    rcp r0.x, r0.x

#line 53
    add r0.xy, -r0.x, c235.wzzw

#line 47
    rcp r0.z, c236.w
    mul r0.z, r0.z, r0.w  // ::heightDensity<0>

#line 53
    mov r1.zw, c235  // ::global_FogPropertyMatrix<7,10>
    add r1.xy, r1.wzzw, -c234.wzzw

#line 46
    rcp r0.w, r1.x

#line 53
    rcp r1.x, r1.y
    mul_sat o2.x, r0.y, r1.x  // ::main<5>

#line 46
    mul_sat r0.x, r0.w, r0.x  // ::depthValue<0>
    max r0.x, r0.z, r0.x
    min o1.x, r0.x, c196.y  // ::main<4>

// approximately 51 instruction slots used
 