//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   row_major float3x4 BoneMatrices[64];
//   float ShadowPointLight;
//   row_major float4x4 WorldMatrix;
//   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_View           c239     3
//   global_ViewProjection c247     4
//   global_ViewPos        c251     1
//

    vs_3_0
    def c197, 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_texcoord v3  // In<11,12>
    dcl_position o0
    dcl_texcoord o1.xy
    dcl_texcoord1 o2.x

#line 29 "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, c197.x
    mova a0.x, r0.y

#line 32
    mad r1, v2.xyzx, c197.yyyz, c197.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 26
    mova a0.x, r0.x

#line 32
    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 28
    mova a0.xy, r0.zwzw

#line 34
    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, c197.y
    dp4 r1.w, c195, r0  // ::worldPosition<3>
    dp4 r1.x, c192, r0  // ::worldPosition<0>
    dp4 r1.y, c193, r0  // ::worldPosition<1>
    dp4 r1.z, c194, r0  // ::worldPosition<2>

#line 39
    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 53
    dp4 r0.x, c241, r1  // ::viewPosition<2>

#line 48
    add r0.yzw, r1.xxyz, -c251.xxyz
    dp3 r0.y, r0.yzww, r0.yzww
    rsq r0.y, r0.y
    rcp r0.y, r0.y  // ::vertexDepth<0>

#line 59
    rcp r0.z, c237.x

#line 46
    mad r0.y, r0.x, -r0.z, r0.y

#line 59
    mul r0.x, r0.z, r0.x  // ::depthNormalized<0>

#line 46
    mov r0.z, c197.z
    slt r0.z, r0.z, c196.x
    mad o2.x, r0.z, r0.y, r0.x  // ::main<6>
    mov o1.xy, v3  // ::main<4,5>

// approximately 47 instruction slots used
 