//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float FloatParameter_VertexWaveHeight;
//   float FloatParameter_VertexWaveSpeed;
//   float FloatParameter_VertexWaveWidth;
//   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_VertexWaveSpeed  c4       1
//   FloatParameter_VertexWaveWidth  c5       1
//   FloatParameter_VertexWaveHeight c6       1
//   ShadowPointLight                c7       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 c8, 1, 0, 0.5, -2
    def c9, 2, 3, 0, 0
    dcl_position v0  // In<0,1,2>
    dcl_position o0
    dcl_texcoord o1.x
    dcl_texcoord1 o2.x

#line 28 "c:\Develop\LSProjects\EyesOfAChild\Tools\Glasses\build\memory"
    rcp r0.x, c5.x

#line 47
    mad r1, v0.xyzx, c8.xxxy, c8.yyyx
    dp4 r2.x, c0, r1  // ::worldPosition<0>
    dp4 r2.z, c2, r1  // ::worldPosition<2>

#line 27
    mul r0.y, r2.z, r2.x  // ::Local3<0>
    mul r0.x, r0.x, r0.y  // ::Local4<0>
    mov r3.x, c238.x  // ::global_Data<0>
    mad r0.x, r3.x, c4.x, r0.x  // ::Local5<0>
    add r0.x, r0.x, c8.z
    frc r0.x, r0.x
    mad r0.x, r0.x, -c8.w, -c8.x
    mul r0.y, r0_abs.x, r0_abs.x
    mad r0.x, r0_abs.x, -c9.x, c9.y
    mul r0.x, r0.x, r0.y  // ::Local7<0>
    mad r0.x, r0.x, -c8.w, -c8.x  // ::Local8<0>

#line 50
    mov r0.yzw, c8.xxyy

#line 36
    mul r3.xyz, r0.xyxw, c6.x  // ::Local9<1>
    mul r0.xyz, r0.zxzw, r3  // ::Local10<0,1,0>

#line 47
    dp4 r2.y, c1, r1  // ::worldPosition<1>
    dp4 r2.w, c3, r1  // ::worldPosition<3>

#line 50
    add r0, r0, r2  // ::worldPosition<0,1,2,3>

#line 53
    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 70
    add r1.xyz, r0, -c251

#line 59
    dp4 r0.x, c241, r0  // ::viewPosition<2>

#line 70
    dp3 r0.y, r1, r1
    rsq r0.y, r0.y
    rcp r0.y, r0.y  // ::vertexDepth<0>

#line 75
    rcp r0.z, c237.x

#line 68
    mad r0.y, r0.x, -r0.z, r0.y

#line 75
    mul r0.z, r0.z, r0.x  // ::depthNormalized<0>

#line 59
    mov o1.x, r0.x  // ::main<4>

#line 68
    mov r1.y, c8.y
    slt r0.x, r1.y, c7.x
    mad o2.x, r0.x, r0.y, r0.z  // ::main<5>

// approximately 37 instruction slots used
 