//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   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
//   ShadowPointLight      c4       1
//   global_ViewInfo       c237     1
//   global_View           c239     3
//   global_ViewProjection c247     4
//   global_ViewPos        c251     1
//

    vs_3_0
    def c5, 1, 0, 0, 0
    dcl_position v0  // In<0,1,2>
    dcl_texcoord v1  // In<3,4>
    dcl_normal v2  // In<5,6,7>
    dcl_binormal v3  // In<8,9,10>
    dcl_tangent v4  // In<11,12,13>
    dcl_position o0
    dcl_texcoord o1.xy
    dcl_texcoord1 o2.xyz
    dcl_texcoord2 o3.xyz
    dcl_texcoord3 o4.xyz
    dcl_texcoord4 o5.xyz
    dcl_texcoord5 o6.x

#line 31 "F:\EoC Tools\EoC Tools\memory"
    mad r0, v0.xyzx, c5.xxxy, c5.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 34
    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 86
    dp4 r0.x, c241, r1  // ::viewPosition<2>

#line 41
    nrm r2.xyz, v2  // ::localNormalNormalized<0,1,2>

#line 44
    dp3 r3.x, c0, r2  // ::worldNormal<0>
    dp3 r3.y, c1, r2  // ::worldNormal<1>
    dp3 r3.z, c2, r2  // ::worldNormal<2>

#line 47
    dp3 r0.y, r3, r3
    rsq r0.y, r0.y
    mul o2.xyz, r0.y, r3  // ::main<6,7,8>

#line 52
    nrm r2.xyz, v3  // ::localBinormalNormalized<0,1,2>

#line 55
    dp3 r3.x, c0, r2  // ::worldBinormal<0>
    dp3 r3.y, c1, r2  // ::worldBinormal<1>
    dp3 r3.z, c2, r2  // ::worldBinormal<2>

#line 58
    dp3 r0.y, r3, r3
    rsq r0.y, r0.y
    mul o3.xyz, r0.y, r3  // ::main<9,10,11>

#line 63
    nrm r2.xyz, v4  // ::localTangentNormalized<0,1,2>

#line 66
    dp3 r3.x, c0, r2  // ::worldTangent<0>
    dp3 r3.y, c1, r2  // ::worldTangent<1>
    dp3 r3.z, c2, r2  // ::worldTangent<2>

#line 69
    dp3 r0.y, r3, r3
    rsq r0.y, r0.y
    mul o4.xyz, r0.y, r3  // ::main<12,13,14>

#line 74
    add o5.xyz, -r1, c251  // ::main<15,16,17>

#line 81
    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 92
    rcp r0.z, c237.x

#line 79
    mad r0.y, r0.x, -r0.z, r0.y

#line 92
    mul r0.x, r0.z, r0.x  // ::depthNormalized<0>

#line 79
    mov r1.y, c5.y
    slt r0.z, r1.y, c4.x
    mad o6.x, r0.z, r0.y, r0.x  // ::main<18>

#line 39
    mov o1.xy, v1  // ::main<4,5>

// approximately 49 instruction slots used
 