//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   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
//   global_FogPropertyMatrix c234     3
//   global_ViewInfo          c237     1
//   global_View              c239     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_normal v1  // In<3,4,5>
    dcl_binormal v2  // In<6,7,8>
    dcl_tangent v3  // In<9,10,11>
    dcl_position o0
    dcl_texcoord o1.xyz
    dcl_texcoord1 o2.xyz
    dcl_texcoord2 o3.xyz
    dcl_texcoord3 o4.xyz
    dcl_texcoord4 o5.x
    dcl_texcoord5 o6.x
    dcl_texcoord6 o7.x

#line 30 "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 33
    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 89
    dp4 r0.x, c241, r1  // ::viewPosition<2>

#line 72
    add r0.yzw, -r1.xxyz, c251.xxyz  // ::worldView<0,1,2>

#line 78
    add r1.x, r1.y, -c236.z

#line 39
    nrm r2.xyz, v1  // ::localNormalNormalized<0,1,2>

#line 42
    dp3 r3.x, c0, r2  // ::worldNormal<0>
    dp3 r3.y, c1, r2  // ::worldNormal<1>
    dp3 r3.z, c2, r2  // ::worldNormal<2>

#line 45
    dp3 r1.y, r3, r3
    rsq r1.y, r1.y
    mul o1.xyz, r1.y, r3  // ::main<4,5,6>

#line 50
    nrm r2.xyz, v2  // ::localBinormalNormalized<0,1,2>

#line 53
    dp3 r3.x, c0, r2  // ::worldBinormal<0>
    dp3 r3.y, c1, r2  // ::worldBinormal<1>
    dp3 r3.z, c2, r2  // ::worldBinormal<2>

#line 56
    dp3 r1.y, r3, r3
    rsq r1.y, r1.y
    mul o2.xyz, r1.y, r3  // ::main<7,8,9>

#line 61
    nrm r2.xyz, v3  // ::localTangentNormalized<0,1,2>

#line 64
    dp3 r3.x, c0, r2  // ::worldTangent<0>
    dp3 r3.y, c1, r2  // ::worldTangent<1>
    dp3 r3.z, c2, r2  // ::worldTangent<2>

#line 67
    dp3 r1.y, r3, r3
    rsq r1.y, r1.y
    mul o3.xyz, r1.y, r3  // ::main<10,11,12>

#line 78
    rcp r1.y, c236.w
    mul r1.x, r1.y, r1.x  // ::heightDensity<0>
    dp3 r1.y, r0.yzww, r0.yzww

#line 72
    mov o4.xyz, r0.yzww  // ::main<13,14,15>

#line 77
    rsq r0.y, r1.y
    rcp r0.y, r0.y

#line 84
    add r0.yz, -r0.y, c235.xwzw
    mov r1.zw, c235  // ::global_FogPropertyMatrix<7,10>
    add r1.yz, r1.xwzw, -c234.xwzw

#line 77
    rcp r0.w, r1.y

#line 84
    rcp r1.y, r1.z
    mul_sat o6.x, r0.z, r1.y  // ::main<17>

#line 77
    mul_sat r0.y, r0.w, r0.y  // ::depthValue<0>
    max r0.y, r1.x, r0.y
    min o5.x, r0.y, c4.x  // ::main<16>

#line 95
    rcp r0.y, c237.x
    mul o7.x, r0.y, r0.x  // ::main<18>

// approximately 56 instruction slots used
 