//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float FloatParameter_DeformationAmplitude;
//   float FloatParameter_DeformationFrequency;
//   float FloatParameter_Speed;
//   sampler2D Texture2DParameter_ab6a532b16d94859851f2b402145c763;
//   row_major float4x4 WorldMatrix;
//   float4 global_Data;
//   float4x3 global_FogPropertyMatrix;
//   float4 global_ViewPos;
//   row_major float4x4 global_ViewProjection;
//
//
// Registers:
//
//   Name                                                Reg   Size
//   --------------------------------------------------- ----- ----
//   WorldMatrix                                         c0       4
//   FloatParameter_DeformationFrequency                 c4       1
//   FloatParameter_Speed                                c5       1
//   FloatParameter_DeformationAmplitude                 c6       1
//   global_FogPropertyMatrix                            c234     3
//   global_Data                                         c238     1
//   global_ViewProjection                               c247     4
//   global_ViewPos                                      c251     1
//   Texture2DParameter_ab6a532b16d94859851f2b402145c763 s0       1
//

    vs_3_0
    def c7, 1, 0, 2.79999995, 2.4000001
    def c8, -0.5, 0, 1.55999994, 0.889999986
    def c9, 1, 0, 1.70000005, 2.5
    def c10, -2, 3, 0, 0
    def c11, 0, 1, 3, 1.64999998
    dcl_texcoord v0  // In<0,1>
    dcl_position v1  // In<2,3,4>
    dcl_2d s0
    dcl_position o0
    dcl_texcoord o1.xy
    dcl_texcoord1 o2.x
    dcl_texcoord2 o3.x

#line 48 "d:\Develop\LSProjects\EyesOfAChild\Data\Editor\Main\Assets\Materials\Effects\memory"
    mul r0, c11.yyxx, v0.xyxx
    texldl r0, r0, s0  // ::Local18<1>

#line 51
    mul_sat r0.x, r0.y, c9.w
    mad r0.y, r0.x, c10.x, c10.y
    mul r0.x, r0.x, r0.x
    mul r0.x, r0.x, r0.y  // ::Local20<0>
    mul r0.x, r0.x, c6.x  // ::Local21<0>

#line 28
    mov r1.zw, c11.x
    mov r2.xy, c11
    mov r3.xyz, c11
    mad r2, c4.x, r2.xyyx, r3.yxxz
    mov r3.x, c238.x  // ::global_Data<0>
    mul r0.y, r3.x, c5.x  // ::Local1<0>

#line 32
    mul r3, r0.y, c11.xwxy

#line 42
    mul r4, r0.y, c8.yzyw

#line 26
    mul r0.yz, r2.xxyw, v0.xxyw
    mad r1.xy, r0.yzzw, r2.zwzw, r3
    texldl r1, r1, s0  // ::Local2<1>

#line 37
    mov r1.x, c4.x  // ::FloatParameter_DeformationFrequency<0>
    mad r2, r1.x, c7.xyxy, c7.yzyw

#line 32
    mad r3.xy, r0.yzzw, r2, r3.zwzw

#line 38
    mad r2.xy, r0.yzzw, r2.zwzw, r4

#line 32
    mov r3.zw, c11.x
    texldl r3, r3, s0  // ::Local5<1>

#line 36
    mad r3.x, r1.y, r3.y, c8.x  // ::Local8<0>

#line 41
    mad r1.xy, r1.x, c9, c9.yzzw
    mad r1.xy, r0.yzzw, r1, r4.zwzw
    mov r1.zw, c11.x
    texldl r1, r1, s0  // ::Local13<1>

#line 38
    mov r2.zw, c11.x
    texldl r2, r2, s0  // ::Local10<1>

#line 46
    mad r3.y, r2.y, r1.y, c8.x  // ::Local16<0>

#line 53
    mov r3.z, c11.x
    mul r0.xyz, r0.x, r3  // ::Local22<0,1,2>

#line 66
    mov r0.w, c11.x
    mad r1, v1.xyzx, c11.yyyx, c11.xxxy
    dp4 r2.x, c0, r1  // ::worldPosition<0>
    dp4 r2.y, c1, r1  // ::worldPosition<1>
    dp4 r2.z, c2, r1  // ::worldPosition<2>
    dp4 r2.w, c3, r1  // ::worldPosition<3>
    add r0, r0, r2  // ::worldPosition<0,1,2,3>

#line 69
    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 80
    add r0.w, r0.y, -c236.z

#line 76
    add r0.xyz, -r0, c251  // ::worldView<0,1,2>

#line 79
    dp3 r0.x, r0, r0
    rsq r0.x, r0.x
    rcp r0.x, r0.x

#line 86
    add r0.xy, -r0.x, c235.wzzw

#line 80
    rcp r0.z, c236.w
    mul r0.z, r0.z, r0.w  // ::heightDensity<0>

#line 86
    mov r1.zw, c235  // ::global_FogPropertyMatrix<7,10>
    add r1.xy, r1.wzzw, -c234.wzzw

#line 79
    rcp r0.w, r1.x

#line 86
    rcp r1.x, r1.y
    mul_sat o3.x, r0.y, r1.x  // ::main<7>

#line 79
    mul_sat r0.x, r0.w, r0.x  // ::depthValue<0>
    max r0.x, r0.z, r0.x
    min o2.x, r0.x, c11.y  // ::main<6>

#line 74
    mov o1.xy, v0  // ::main<4,5>

// approximately 67 instruction slots used (10 texture, 57 arithmetic)
 