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

    vs_3_0
    def c0, 1, 0, 0, 0
    dcl_position v0  // In<0,1,2>
    dcl_color1 v1  // In<3,4,5,6>
    dcl_color2 v2  // In<7,8,9,10>
    dcl_color3 v3  // In<11,12,13,14>
    dcl_position o0
    dcl_texcoord o1.x
    dcl_texcoord1 o2.x

#line 30 "c:\Develop\LSProjects\EyesOfAChild\Tools\Glasses\build\memory"
    mov r0.xy, v1.xwzw
    mov r0.z, v2.z
    mov r0.w, v3.y
    mad r1, v0.xyzx, c0.xxxy, c0.yyyx
    dp4 r0.x, r0, r1  // ::worldPosition<0>
    mov r2.x, v1.z
    mov r2.y, v2.y
    mov r2.zw, v3.xyxw
    dp4 r0.z, r2, r1  // ::worldPosition<2>
    mov r2.x, v1.y
    mov r2.yz, v2.xxww
    mov r2.w, v3.z
    dp4 r0.y, r2, r1  // ::worldPosition<1>

#line 33
    mov r0.w, c0.x
    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 39
    add r0.xzw, -r0.xyyz, c251.xyyz  // ::worldView<0,1,2>

#line 43
    add r0.y, r0.y, -c236.z
    dp3 r0.x, r0.xzww, r0.xzww
    rsq r0.x, r0.x
    rcp r0.x, r0.x

#line 49
    add r0.xz, -r0.x, c235.wyzw

#line 43
    rcp r0.w, c236.w
    mul r0.y, r0.w, r0.y  // ::heightDensity<0>

#line 49
    mov r1.zw, c235  // ::global_FogPropertyMatrix<7,10>
    add r1.xy, r1.wzzw, -c234.wzzw

#line 42
    rcp r0.w, r1.x

#line 49
    rcp r1.x, r1.y
    mul_sat o2.x, r0.z, r1.x  // ::main<5>

#line 42
    mul_sat r0.x, r0.w, r0.x  // ::depthValue<0>
    max r0.x, r0.y, r0.x
    min o1.x, r0.x, c0.x  // ::main<4>

// approximately 34 instruction slots used
 