//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   row_major float4x4 WorldMatrix;
//   float4x3 global_FogPropertyMatrix;
//   float4x4 global_LightPropertyMatrix;
//   row_major float4x4 global_View;
//   float4 global_ViewPos;
//   row_major float4x4 global_ViewProjection;
//
//
// Registers:
//
//   Name                       Reg   Size
//   -------------------------- ----- ----
//   WorldMatrix                c0       4
//   global_FogPropertyMatrix   c234     3
//   global_View                c239     3
//   global_ViewProjection      c247     4
//   global_ViewPos             c251     1
//   global_LightPropertyMatrix c252     3
//

    vs_3_0
    def c4, 1, 0, 0, 0
    dcl_position v0  // In<0,1,2>
    dcl_normal v1  // In<3,4,5>
    dcl_binormal v2  // In<6,7,8>
    dcl_tangent v3  // In<9,10,11>
    dcl_texcoord v4  // In<12,13>
    dcl_position o0
    dcl_texcoord o1.xyz
    dcl_texcoord1 o2.xyz
    dcl_texcoord2 o3.xyz
    dcl_texcoord3 o4.xyz
    dcl_texcoord4 o5.xy
    dcl_texcoord5 o6.x
    dcl_texcoord6 o7
    dcl_texcoord7 o8.x
    dcl_texcoord8 o9.x

#line 57 "c:\Develop\LSProjects\EyesOfAChild\Tools\Glasses\build\memory"
    mov r0.yw, c4.y

#line 36
    rcp r1.x, c253.x

#line 51
    mad r2, v0.xyzx, c4.xxxy, c4.yyyx
    dp4 r3.y, c1, r2  // ::worldPosition<1>

#line 34
    add r1.y, r3.y, -c1.w  // ::Local2<0>
    mul r1.x, r1.x, r1.y  // ::Local4<0>
    mul r0.x, r1.x, c252.x  // ::Local6<0>
    mul r0.z, r1.x, c254.x  // ::Local8<0>

#line 51
    dp4 r3.x, c0, r2  // ::worldPosition<0>
    dp4 r3.z, c2, r2  // ::worldPosition<2>
    dp4 r3.w, c3, r2  // ::worldPosition<3>

#line 57
    add r0, r0, r3  // ::worldPosition<0,1,2,3>

#line 60
    dp4 o0.x, c247, r0  // ::main<0>
    dp4 o0.y, c248, r0  // ::main<1>
    dp4 o0.z, c249, r0  // ::main<2>
    dp4 o0.w, c250, r0  // ::main<3>

#line 66
    nrm r1.xyz, v1  // ::localNormalNormalized<0,1,2>

#line 69
    dp3 r2.x, c0, r1  // ::worldNormal<0>
    dp3 r2.y, c1, r1  // ::worldNormal<1>
    dp3 r2.z, c2, r1  // ::worldNormal<2>

#line 72
    dp3 r1.x, r2, r2
    rsq r1.x, r1.x
    mul o1.xyz, r1.x, r2  // ::main<4,5,6>

#line 77
    nrm r1.xyz, v2  // ::localBinormalNormalized<0,1,2>

#line 80
    dp3 r2.x, c0, r1  // ::worldBinormal<0>
    dp3 r2.y, c1, r1  // ::worldBinormal<1>
    dp3 r2.z, c2, r1  // ::worldBinormal<2>

#line 83
    dp3 r1.x, r2, r2
    rsq r1.x, r1.x
    mul o2.xyz, r1.x, r2  // ::main<7,8,9>

#line 88
    nrm r1.xyz, v3  // ::localTangentNormalized<0,1,2>

#line 91
    dp3 r2.x, c0, r1  // ::worldTangent<0>
    dp3 r2.y, c1, r1  // ::worldTangent<1>
    dp3 r2.z, c2, r1  // ::worldTangent<2>

#line 94
    dp3 r1.x, r2, r2
    rsq r1.x, r1.x
    mul o3.xyz, r1.x, r2  // ::main<10,11,12>

#line 105
    dp4 o6.x, c241, r0  // ::main<18>

#line 118
    add r1.x, r0.y, -c236.z
    rcp r1.y, c236.w
    mul r1.x, r1.y, r1.x  // ::heightDensity<0>

#line 99
    add r1.yzw, -r0.xxyz, c251.xxyz  // ::worldView<0,1,2>

#line 57
    mov o7, r0  // ::main<19,20,21,22>

#line 117
    dp3 r0.x, r1.yzww, r1.yzww

#line 99
    mov o4.xyz, r1.yzww  // ::main<13,14,15>

#line 117
    rsq r0.x, r0.x
    rcp r0.x, r0.x

#line 124
    add r0.xy, -r0.x, c235.wzzw
    mov r0.zw, c235  // ::global_FogPropertyMatrix<7,10>
    add r0.zw, r0.xywz, -c234.xywz

#line 117
    rcp r0.z, r0.z

#line 124
    rcp r0.w, r0.w
    mul_sat o9.x, r0.w, r0.y  // ::main<24>

#line 117
    mul_sat r0.x, r0.z, r0.x  // ::depthValue<0>
    max r0.x, r1.x, r0.x
    min o8.x, r0.x, c4.x  // ::main<23>

#line 103
    mov o5.xy, v4  // ::main<16,17>

// approximately 63 instruction slots used
 