//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float FloatParameter_PulseSize;
//   float FloatParameter_PulseSpeed;
//   float FloatParameter_PulseStrength;
//   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_PulseSpeed    c4       1
//   FloatParameter_PulseSize     c5       1
//   FloatParameter_PulseStrength 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, 0.5, 2, -1, 3
    def c9, 1, 0, 0, 0
    dcl_color v0  // In<1,2>
    dcl_normal v1  // In<4,5,6>
    dcl_position v2  // In<7,8,9>
    dcl_position o0
    dcl_texcoord o1.x

#line 31 "F:\EoC Tools\EoC Tools\memory"
    mov r0.x, c0.w
    mov r0.y, c1.w
    mov r0.z, c2.w
    dp3 r0.x, r0, r0
    rsq r0.x, r0.x
    rcp r0.x, r0.x  // ::Local3<0>
    rcp r0.y, c5.x
    mad r0.x, v2.y, r0.y, r0.x  // ::Local6<0>
    add r0.x, r0.x, v0.z  // ::Local7<0>
    mov r1.x, c238.x  // ::global_Data<0>
    mad r0.x, r1.x, c4.x, r0.x  // ::Local8<0>
    add r0.x, r0.x, c8.x
    frc r0.x, r0.x
    mad r0.x, r0.x, c8.y, c8.z
    mul r0.y, r0_abs.x, r0_abs.x
    mad r0.x, r0_abs.x, -c8.y, c8.w
    mul r0.x, r0.x, r0.y  // ::Local10<0>

#line 42
    mul r0.x, r0.x, c6.x  // ::Local11<0>

#line 53
    nrm r1.xyz, v1  // ::localNormalNormalized<0,1,2>

#line 56
    dp3 r2.x, c0, r1  // ::worldNormal<0>
    dp3 r2.y, c1, r1  // ::worldNormal<1>
    dp3 r2.z, c2, r1  // ::worldNormal<2>

#line 59
    nrm r1.xyz, r2  // ::worldNormalNormalized<0,1,2>

#line 28
    mul r0.yzw, r1.xxyz, v0.y  // ::Local0<0,1,2>

#line 43
    mul r0.xyz, r0.x, r0.yzww  // ::Local12<0,1,2>

#line 68
    mov r0.w, c9.y
    mad r1, v2.xyzx, c9.xxxy, c9.yyyx
    dp4 r2.x, c0, r1  // ::worldPosition<0>
    dp4 r2.y, c1, r1  // ::worldPosition<1>
    dp4 r2.z, c2, r1  // ::worldPosition<2>
    dp4 r2.w, c3, r1  // ::worldPosition<3>
    add r0, r0, r2  // ::worldPosition<0,1,2,3>

#line 71
    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 79
    add r1.xyz, r0, -c251

#line 84
    dp4 r0.x, c241, r0  // ::viewPosition<2>

#line 79
    dp3 r0.y, r1, r1
    rsq r0.y, r0.y
    rcp r0.y, r0.y  // ::vertexDepth<0>

#line 90
    rcp r0.z, c237.x

#line 77
    mad r0.y, r0.x, -r0.z, r0.y

#line 90
    mul r0.x, r0.z, r0.x  // ::depthNormalized<0>

#line 77
    mov r1.y, c9.y
    slt r0.z, r1.y, c7.x
    mad o1.x, r0.z, r0.y, r0.x  // ::main<4>

// approximately 51 instruction slots used
 