//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   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_PulseStrength c5       1
//   ShadowPointLight             c6       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 c7, 1, 0, 0.0399999991, 0.5
    def c8, 2, -1, 3, 8
    dcl_color v0  // In<1>
    dcl_normal v1  // In<4,5,6>
    dcl_position v2  // In<7,8,9>
    dcl_position o0
    dcl_texcoord o1.x

#line 54 "F:\EoC Tools\EoC Tools\memory"
    nrm r0.xyz, v1  // ::localNormalNormalized<0,1,2>

#line 57
    dp3 r1.x, c0, r0  // ::worldNormal<0>
    dp3 r1.y, c1, r0  // ::worldNormal<1>
    dp3 r1.z, c2, r0  // ::worldNormal<2>

#line 60
    nrm r0.xyz, r1  // ::worldNormalNormalized<0,1,2>

#line 26
    mul r0.xyz, r0, v0.y  // ::Local0<0,1,2>

#line 63
    mad r1, v2.xyzx, c7.xxxy, c7.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>

#line 28
    mul r1.xyz, r2, c7.z  // ::Local2<0,1,2>
    dp3 r0.w, r1, r1
    rsq r0.w, r0.w
    rcp r0.w, r0.w  // ::Local4<0>
    add r0.w, r0.w, c7.w
    frc r0.w, r0.w
    mad r0.w, r0.w, c8.x, c8.y
    mul r1.x, r0_abs.w, r0_abs.w
    mad r0.w, r0_abs.w, -c8.x, c8.z
    mul r0.w, r0.w, r1.x  // ::Local6<0>
    mul r0.w, r0.w, c8.w  // ::Local7<0>
    mov r1.x, c238.x  // ::global_Data<0>
    mad r0.w, r1.x, c4.x, -r0.w  // ::Local8<0>

#line 39
    add r0.w, r0.w, c7.w
    frc r0.w, r0.w
    mad r0.w, r0.w, c8.x, c8.y
    mul r1.x, r0_abs.w, r0_abs.w
    mad r0.w, r0_abs.w, -c8.x, c8.z
    mul r0.w, r0.w, r1.x  // ::Local10<0>
    mul r0.w, r0.w, c5.x  // ::Local11<0>
    mul r0.xyz, r0.w, r0  // ::Local12<0,1,2>

#line 66
    mov r0.w, c7.y
    add r0, r0, r2  // ::worldPosition<0,1,2,3>

#line 69
    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 77
    add r1.xyz, r0, -c251

#line 82
    dp4 r0.x, c241, r0  // ::viewPosition<2>

#line 77
    dp3 r0.y, r1, r1
    rsq r0.y, r0.y
    rcp r0.y, r0.y  // ::vertexDepth<0>

#line 88
    rcp r0.z, c237.x

#line 75
    mad r0.y, r0.x, -r0.z, r0.y

#line 88
    mul r0.x, r0.z, r0.x  // ::depthNormalized<0>

#line 75
    mov r1.y, c7.y
    slt r0.z, r1.y, c6.x
    mad o1.x, r0.z, r0.y, r0.x  // ::main<4>

// approximately 53 instruction slots used
 