//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   row_major float4x4 DecalViewMatrix;
//   float ShadowPointLight;
//   row_major float4x4 WorldMatrix;
//   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
//   ShadowPointLight      c8       1
//   global_ViewInfo       c237     1
//   global_View           c239     3
//   global_ViewProjection c247     4
//   global_ViewPos        c251     1
//

    vs_3_0
    def c9, 1, 0, 0, 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.x

#line 26 "c:\Develop\LSProjects\EyesOfAChild\Tools\Glasses\build\memory"
    mad r0, v0.xyzx, c9.xxxy, c9.yyyx
    dp4 r1.w, c3, r0  // ::worldPosition<3>
    dp4 r1.x, c0, r0  // ::worldPosition<0>
    dp4 r1.y, c1, r0  // ::worldPosition<1>
    dp4 r1.z, c2, r0  // ::worldPosition<2>

#line 29
    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 35
    dp4 o1.x, c4, r1  // ::main<4>
    dp4 o1.y, c5, r1  // ::main<5>
    dp4 o1.z, c6, r1  // ::main<6>
    dp4 o1.w, c7, r1  // ::main<7>

#line 59
    dp4 r0.x, c241, r1  // ::viewPosition<2>

#line 54
    add r0.yzw, r1.xxyz, -c251.xxyz
    dp3 r0.y, r0.yzww, r0.yzww
    rsq r0.y, r0.y
    rcp r0.y, r0.y  // ::vertexDepth<0>

#line 41
    nrm r1.xyz, v1  // ::localNormalNormalized<0,1,2>

#line 44
    dp3 r2.x, c0, r1  // ::worldNormal<0>
    dp3 r2.y, c1, r1  // ::worldNormal<1>
    dp3 r2.z, c2, r1  // ::worldNormal<2>

#line 47
    dp3 r0.z, r2, r2
    rsq r0.z, r0.z
    mul o2.xyz, r0.z, r2  // ::main<8,9,10>

#line 65
    rcp r0.z, c237.x

#line 52
    mad r0.y, r0.x, -r0.z, r0.y

#line 65
    mul r0.x, r0.z, r0.x  // ::depthNormalized<0>

#line 52
    mov r1.y, c9.y
    slt r0.z, r1.y, c8.x
    mad o3.x, r0.z, r0.y, r0.x  // ::main<11>

// approximately 33 instruction slots used
 