//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   row_major float4x4 WorldMatrix;
//   float4x3 global_FogPropertyMatrix;
//   float4 global_ViewPos;
//   row_major float4x4 global_ViewProjection;
//
//
// Registers:
//
//   Name                     Reg   Size
//   ------------------------ ----- ----
//   WorldMatrix              c0       4
//   global_FogPropertyMatrix c234     3
//   global_ViewProjection    c247     4
//   global_ViewPos           c251     1
//

    vs_3_0
    def c4, 1, 0, 0, 0
    dcl_position v0  // In<0,1,2>
    dcl_color v1  // In<3,4,5,6>
    dcl_texcoord v2  // In<7,8>
    dcl_position o0
    dcl_color o1
    dcl_texcoord o2.xy
    dcl_texcoord1 o3
    dcl_texcoord2 o4.x
    dcl_texcoord3 o5.x

#line 27 "c:\Develop\LSProjects\EyesOfAChild\Tools\Glasses\build\memory"
    mad r0, v0.xyzx, c4.xxxy, c4.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 30
    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 27
    mov o3, r1  // ::main<10,11,12,13>

#line 41
    add r0.xyz, -r1, c251  // ::worldView<0,1,2>

#line 45
    add r0.w, r1.y, -c236.z
    dp3 r0.x, r0, r0
    rsq r0.x, r0.x
    rcp r0.x, r0.x

#line 51
    add r0.xy, -r0.x, c235.wzzw

#line 45
    rcp r0.z, c236.w
    mul r0.z, r0.z, r0.w  // ::heightDensity<0>

#line 51
    mov r1.zw, c235  // ::global_FogPropertyMatrix<7,10>
    add r1.xy, r1.wzzw, -c234.wzzw

#line 44
    rcp r0.w, r1.x

#line 51
    rcp r1.x, r1.y
    mul_sat o5.x, r0.y, r1.x  // ::main<15>

#line 44
    mul_sat r0.x, r0.w, r0.x  // ::depthValue<0>
    max r0.x, r0.z, r0.x
    min o4.x, r0.x, c4.x  // ::main<14>

#line 35
    mov o1, v1  // ::main<4,5,6,7>
    mov o2.xy, v2  // ::main<8,9>

// approximately 28 instruction slots used
 