//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float FloatParameter_Soupleness;
//   float ShadowPointLight;
//   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
//   ------------------------- ----- ----
//   WorldMatrix               c0       4
//   FloatParameter_Soupleness c4       1
//   ShadowPointLight          c5       1
//   global_ViewInfo           c237     1
//   global_Data               c238     1
//   global_View               c239     3
//   global_ViewProjection     c247     4
//   global_ViewPos            c251     1
//

    vs_3_0
    def c6, 1, 0, 0.100000001, 0.5
    def c7, 0.170000002, 0.370000005, 1.97500002, 0.792999983
    def c8, 2, -1, 3, 0.0900000036
    dcl_position v0  // In<0,1,2>
    dcl_texcoord v1  // In<3,4>
    dcl_position o0
    dcl_texcoord o1.xy
    dcl_texcoord1 o2.x

#line 28 "c:\Develop\LSProjects\EyesOfAChild\Tools\Glasses\build\memory"
    mov r0.x, c0.w
    mov r0.z, c2.w
    mad r1.xy, r0.xzzw, c6.z, c6.w
    frc r1.xy, r1
    mad r1.xy, r1, c8.x, c8.y

#line 33
    add r0.w, r1_abs.y, r1_abs.x  // ::Local7<0>
    mul r0.w, r0.w, c6.w  // ::Local8<0>

#line 25
    mov r1.w, c251.w  // ::global_ViewPos<3>
    mul r1.x, r1.w, c238.x

#line 35
    mad r0.w, r1.x, c6.z, r0.w  // ::Local9<0>

#line 55
    mov r2.yw, c6
    mad r3, r0.w, c7, r2.w
    frc r3, r3
    mad r3, r3, c8.x, c8.y
    mul r4, r3_abs, r3_abs
    mad r3, r3_abs, -c8.x, c8.z
    mul r3, r3, r4  // ::Local12<0>, ::Local15<0>, ::Local20<0>, ::Local23<0>
    add r1.xy, r3.ywzw, r3.xzzw  // ::Local16<0>, ::Local24<0>

#line 47
    mul r0.w, r1.x, c6.w  // ::Local17<0>

#line 59
    mul r0.w, r0.w, r1.y
    mul r0.w, r0.w, c6.w  // ::Local26<0>
    mul r1.x, r1.w, c8.w  // ::Local27<0>
    mad r1.y, r1.w, -c8_abs.w, c8_abs.y  // ::Local28<0>
    mad r0.w, r0.w, r1.y, r1.x  // ::Local30<0>
    mul r0.w, r0.w, c251.w  // ::Local31<0>
    mul r1.xz, r0.w, c238.zyww  // ::Local32<0,2>
    mov r1.y, c6.y  // ::Local32<1>
    mul r0.w, c4.x, v0.y  // ::Local34<0>

#line 70
    mov r0.y, c1.w

#line 89
    mad r3, v0.xyzx, c6.xxxy, c6.yyyx
    dp4 r4.x, c0, r3  // ::worldPosition<0>
    dp4 r4.y, c1, r3  // ::worldPosition<1>
    dp4 r4.z, c2, r3  // ::worldPosition<2>
    dp4 r4.w, c3, r3  // ::worldPosition<3>

#line 70
    add r0.xyz, -r0, r4  // ::Local36<0,1,2>
    mad r1.xyz, r1, r0.w, r0  // ::Local37<0,1,2>
    nrm r3.xyz, r1  // ::Local38<0,1,2>
    dp3 r0.w, r0, r0
    rsq r0.w, r0.w
    rcp r0.w, r0.w  // ::Local40<0>
    mad r0.xyz, r3, r0.w, -r0  // ::Local42<0,1,2>

#line 92
    mov r0.w, c6.y
    add r0, r0, r4  // ::worldPosition<0,1,2,3>

#line 95
    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 104
    add r1.xyz, r0, -c251

#line 109
    dp4 r0.x, c241, r0  // ::viewPosition<2>

#line 104
    dp3 r0.y, r1, r1
    rsq r0.y, r0.y
    rcp r0.y, r0.y  // ::vertexDepth<0>

#line 115
    rcp r0.z, c237.x

#line 102
    mad r0.y, r0.x, -r0.z, r0.y

#line 115
    mul r0.x, r0.z, r0.x  // ::depthNormalized<0>

#line 102
    slt r0.z, r2.y, c5.x
    mad o2.x, r0.z, r0.y, r0.x  // ::main<6>
    mov o1.xy, v1  // ::main<4,5>

// approximately 60 instruction slots used
 