//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   sampler2D Texture2DParameter_ab6a532b16d94859851f2b402145c763;
//   row_major float4x4 WorldMatrix;
//   float4 global_Data;
//   float4x3 global_FogPropertyMatrix;
//   float4 global_ViewPos;
//   row_major float4x4 global_ViewProjection;
//
//
// Registers:
//
//   Name                                                Reg   Size
//   --------------------------------------------------- ----- ----
//   WorldMatrix                                         c0       4
//   global_FogPropertyMatrix                            c234     3
//   global_Data                                         c238     1
//   global_ViewProjection                               c247     4
//   global_ViewPos                                      c251     1
//   Texture2DParameter_ab6a532b16d94859851f2b402145c763 s0       1
//

    vs_3_0
    def c4, 0.400000006, 0.867999971, 0, 0.0399999991
    def c5, 1, 1.10000002, 0, 15
    dcl_texcoord v0  // In<0,1>
    dcl_position v1  // In<2,3,4>
    dcl_normal v2  // In<5,6,7>
    dcl_binormal v3  // In<8,9,10>
    dcl_tangent v4  // In<11,12,13>
    dcl_2d s0
    dcl_texcoord o0.xy
    dcl_position o1
    dcl_texcoord1 o2.xyz
    dcl_texcoord2 o3.xyz
    dcl_texcoord3 o4.xyz
    dcl_texcoord4 o5.xyz
    dcl_texcoord5 o6.x
    dcl_texcoord6 o7.x

#line 35 "C:\Program Files (x86)\EoC Tools\memory"
    mov r0.xy, c4
    mul r0.yz, r0.xxyw, c238.x
    mad r1.xy, v0, c5, r0.yzzw
    mov r1.zw, c4.z
    texldl r1, r1, s0  // ::Local3<2>

#line 32
    mad r0.xy, c238.x, r0.x, v0
    mov r0.zw, c4.z
    texldl r0, r0, s0  // ::Local1<2>

#line 38
    add r0.x, r1.z, r0.z  // ::Local5<0>
    mul r0.xyz, r0.x, c4.zwzw  // ::Local6<0,1,0>
    mul r1, c5.xxzz, v0.xyxx
    texldl r1, r1, s0  // ::Local7<0>

#line 43
    mul_sat r0.w, r1.x, c5.w  // ::Local10<0>
    mul r0.xyz, r0.w, r0  // ::Local11<0,1,0>

#line 59
    mov r0.w, c4.z
    mad r1, v1.xyzx, c5.xxxz, c5.zzzx
    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 62
    dp4 o1.x, c247, r0  // ::main<2>
    dp4 o1.y, c248, r0  // ::main<3>
    dp4 o1.z, c249, r0  // ::main<4>
    dp4 o1.w, c250, r0  // ::main<5>

#line 68
    nrm r1.xyz, v2  // ::localNormalNormalized<0,1,2>

#line 71
    dp3 r2.x, c0, r1  // ::worldNormal<0>
    dp3 r2.y, c1, r1  // ::worldNormal<1>
    dp3 r2.z, c2, r1  // ::worldNormal<2>

#line 74
    dp3 r0.w, r2, r2
    rsq r0.w, r0.w
    mul o2.xyz, r0.w, r2  // ::main<6,7,8>

#line 79
    nrm r1.xyz, v3  // ::localBinormalNormalized<0,1,2>

#line 82
    dp3 r2.x, c0, r1  // ::worldBinormal<0>
    dp3 r2.y, c1, r1  // ::worldBinormal<1>
    dp3 r2.z, c2, r1  // ::worldBinormal<2>

#line 85
    dp3 r0.w, r2, r2
    rsq r0.w, r0.w
    mul o3.xyz, r0.w, r2  // ::main<9,10,11>

#line 90
    nrm r1.xyz, v4  // ::localTangentNormalized<0,1,2>

#line 93
    dp3 r2.x, c0, r1  // ::worldTangent<0>
    dp3 r2.y, c1, r1  // ::worldTangent<1>
    dp3 r2.z, c2, r1  // ::worldTangent<2>

#line 96
    dp3 r0.w, r2, r2
    rsq r0.w, r0.w
    mul o4.xyz, r0.w, r2  // ::main<12,13,14>

#line 107
    add r0.w, r0.y, -c236.z

#line 101
    add r0.xyz, -r0, c251  // ::worldView<0,1,2>

#line 107
    rcp r1.x, c236.w
    mul r0.w, r0.w, r1.x  // ::heightDensity<0>
    dp3 r1.x, r0, r0

#line 101
    mov o5.xyz, r0  // ::main<15,16,17>

#line 106
    rsq r0.x, r1.x
    rcp r0.x, r0.x

#line 113
    add r0.xy, -r0.x, c235.wzzw
    mov r1.zw, c235  // ::global_FogPropertyMatrix<7,10>
    add r1.xy, r1.wzzw, -c234.wzzw

#line 106
    rcp r0.z, r1.x

#line 113
    rcp r1.x, r1.y
    mul_sat o7.x, r0.y, r1.x  // ::main<19>

#line 106
    mul_sat r0.x, r0.z, r0.x  // ::depthValue<0>
    max r0.x, r0.w, r0.x
    min o6.x, r0.x, c5.x  // ::main<18>

#line 54
    mov o0.xy, v0  // ::main<0,1>

// approximately 73 instruction slots used (6 texture, 67 arithmetic)
 