//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float3 DecalDimensions;
//   float4 DecalTilingAndOffset;
//   row_major float4x4 DecalViewMatrix;
//   row_major float4x4 WorldMatrix;
//   float4x3 global_FogPropertyMatrix;
//   row_major float4x4 global_View;
//   float4 global_ViewInfo;
//   float4 global_ViewPos;
//   row_major float4x4 global_ViewProjection;
//
//
// Registers:
//
//   Name                     Reg   Size
//   ------------------------ ----- ----
//   WorldMatrix              c0       4
//   DecalViewMatrix          c4       4
//   DecalDimensions          c8       1
//   DecalTilingAndOffset     c9       1
//   global_FogPropertyMatrix c234     3
//   global_ViewInfo          c237     1
//   global_View              c239     3
//   global_ViewProjection    c247     4
//   global_ViewPos           c251     1
//

    vs_3_0
    def c10, 1, 0, 0.5, 0
    dcl_position v0  // In<0,1,2>
    dcl_normal v1  // In<3,4,5>
    dcl_position o0
    dcl_texcoord o1
    dcl_texcoord1 o2.xyz
    dcl_texcoord2 o3.xy
    dcl_texcoord3 o4
    dcl_texcoord4 o5.xyz
    dcl_texcoord5 o6.xyz
    dcl_texcoord6 o7.xyz
    dcl_texcoord7 o8.x
    dcl_texcoord8 o9.x
    dcl_texcoord9 o10.x

#line 34 "c:\Develop\LSProjects\EyesOfAChild\Tools\Glasses\build\memory"
    mad r0, v0.xyzx, c10.xxxy, c10.yyyx
    dp4 r1.w, c3, r0  // ::worldPosition<3>
    dp4 r1.x, c0, r0  // ::worldPosition<0>
    dp4 r1.z, c2, r0  // ::worldPosition<2>
    dp4 r1.y, c1, r0  // ::worldPosition<1>

#line 37
    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 43
    dp4 o1.z, c6, r1  // ::main<6>
    dp4 o1.w, c7, r1  // ::main<7>

#line 60
    rcp r0.x, c8.x
    rcp r0.y, c8.y

#line 43
    dp4 r2.x, c4, r1  // ::decalSpacePosition<0>
    dp4 r2.y, c5, r1  // ::decalSpacePosition<1>

#line 60
    mad r0.xy, r2, r0, c10.z  // ::unitTexCoords<0,1>

#line 43
    mov o1.xy, r2  // ::main<4,5>

#line 62
    add r0.z, -r0.y, c10.x
    mad o3.xy, r0.xzzw, c9, c9.zwzw  // ::main<11,12>

#line 49
    nrm r0.xyz, v1  // ::localNormalNormalized<0,1,2>

#line 52
    dp3 r2.x, c0, r0  // ::worldNormal<0>
    dp3 r2.y, c1, r0  // ::worldNormal<1>
    dp3 r2.z, c2, r0  // ::worldNormal<2>

#line 55
    nrm r0.xyz, r2  // ::worldNormalNormalized<0,1,2>

#line 69
    dp3 r2.y, c4, r0  // ::decalSpaceNormal<0>
    dp3 r2.z, c5, r0  // ::decalSpaceNormal<1>
    dp3 r2.x, c6, r0  // ::decalSpaceNormal<2>

#line 55
    mov o2.xyz, r0  // ::main<8,9,10>

#line 72
    mul r0.xyz, r2, c10.xyyw
    mad r0.xyz, r2.yzxw, c10.yxyw, -r0  // ::decalSpaceBinormal<1,2,0>

#line 75
    mul r3.xyz, r0.y, c6
    mad r3.xyz, r0.x, c5, r3  // ::worldBinormal<0,1,2>

#line 78
    dp3 r0.w, r3, r3
    rsq r0.w, r0.w
    mul o5.xyz, r0.w, r3  // ::main<17,18,19>

#line 83
    mul r3.xyz, r0, r2
    mad r0.xyz, r2.zxyw, r0.yzxw, -r3  // ::decalSpaceTangent<0,1,2>

#line 86
    mul r2.xyz, r0.y, c5
    mad r0.xyw, r0.x, c4.xyzz, r2.xyzz
    mad r0.xyz, r0.z, c6, r0.xyww  // ::worldTangent<0,1,2>

#line 89
    dp3 r0.w, r0, r0
    rsq r0.w, r0.w
    mul o6.xyz, r0.w, r0  // ::main<20,21,22>

#line 100
    rcp r0.x, c236.w
    add r0.y, r1.y, -c236.z
    mul r0.x, r0.x, r0.y  // ::heightDensity<0>

#line 94
    add r0.yzw, -r1.xxyz, c251.xxyz  // ::worldView<0,1,2>

#line 99
    dp3 r2.x, r0.yzww, r0.yzww

#line 94
    mov o7.xyz, r0.yzww  // ::main<23,24,25>

#line 99
    rsq r0.y, r2.x
    rcp r0.y, r0.y

#line 106
    add r0.yz, -r0.y, c235.xwzw
    mov r2.zw, c235  // ::global_FogPropertyMatrix<7,10>
    add r2.xy, r2.wzzw, -c234.wzzw

#line 99
    rcp r0.w, r2.x

#line 106
    rcp r2.x, r2.y
    mul_sat o9.x, r0.z, r2.x  // ::main<27>

#line 99
    mul_sat r0.y, r0.w, r0.y  // ::depthValue<0>
    max r0.x, r0.x, r0.y
    min o8.x, r0.x, c10.x  // ::main<26>

#line 111
    dp4 r0.x, c241, r1  // ::viewPosition<2>

#line 34
    mov o4, r1  // ::main<13,14,15,16>

#line 117
    rcp r0.y, c237.x
    mul o10.x, r0.y, r0.x  // ::main<28>

// approximately 68 instruction slots used
 