// RESIDENT EVIL 6 - SPECULAR REFLECTIONS IN SUBMARINE
// HELIXMOD FIX BY MIKE_AR69
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 CBWaterBubble__packed5;
//   sampler2D SSPoint__tWaterSurfaceMap;
//   float4 __tWaterSurfaceMap__invsize;
//   bool bWaterNormalFlip;
//   float2 fScreenHalfPixelOffset;
//   row_major float4x4 fViewProj;
//   row_major float3x4 fWorld;
//
//
// Registers:
//
//   Name                        Reg   Size
//   --------------------------- ----- ----
//   fViewProj                   c1       4
//   fWorld                      c5       3
//   fScreenHalfPixelOffset      c8       1
//   CBWaterBubble__packed5      c9       1
//   __tWaterSurfaceMap__invsize c10      1
//   bWaterNormalFlip            c11      1
//   SSPoint__tWaterSurfaceMap   s0       1
//

    vs_3_0
    def c0, 1.00100005, 1, 0, -1
    def c12, -2, 0, 0, 0
def c200, 0, 0, 0.0625, 0
dcl_2d s1 
    dcl_position v0
    dcl_binormal v1
    dcl_texcoord v2
    dcl_2d s0
    dcl_position o0
    dcl_color o1.xy
    dcl_texcoord o2
    dcl_texcoord1 o3
    dcl_texcoord2 o4
    dcl_texcoord3 o5
    dcl_texcoord4 o6
    dcl_texcoord5 o7
    dcl_texcoord6 o8
    add r0.xyz, c0.x, -v2
    rcp r0.x, r0.x
    mul o7.x, r0.x, v2.x
    rcp r0.x, r0.y
    rcp r0.y, r0.z
    mul o7.yz, r0.xxyw, v2
    mad r0, v0.xyzx, c0.yyyz, c0.zzzy
    dp4 r1.x, c6, r0
    dp4 r2.x, c5, r0
    dp4 r2.y, c7, r0
    mad r0.xy, r2, c9.zwzw, c9
    mov r0.zw, c0.z
    texldl r2, r0, s0
    add o3.w, -r1.x, r2.y
    mov r1.yzw, c0
    mad r1, c10.xyxy, r1.yzzw, r0.xyxy
    mov o8.zw, r0.xyxy
    mul r0, r1.xyxx, c0.yyzz
    mul r1, r1.zwxx, c0.yyzz
    texldl r1, r1, s0
    add r1.xyz, -r2, r1
    nrm r3.xyz, r1
    texldl r0, r0, s0
    add r0.xyz, -r2, r0
    nrm r1.xyz, r0
    mul r0.xyz, r1.yzxw, r3.zxyw
    mad r0.xyz, r3.yzxw, r1.zxyw, -r0
    mov o4.xyz, r1
    mov o5.xyz, r3
    mul r1.xyz, r0, c11.x
    mad o3.xyz, r1, c12.x, r0
    mul r0, r2.y, c2
    mad r0, r2.x, c1, r0
    mad r0, r2.z, c3, r0
    add r0, r0, c4

mov r10, r0
texldl r14, c200.z, s1
add r14.y, r10.w, -r14.y   
mul r14.x, r14.x, r14.y
add r10.x, r10.x, r14.x

    mad o0.x, c8.x, -r0.w, r0.x  
    mad o0.y, c8.y, r0.w, r0.y
    mov o0.zw, r0
    
	
	mov o1.xy, r0.zwzw
    mov o2, r10 //r0				//was r0-->r10
    mov o4.w, v2.w
    mov o5.w, r2.w
    mov o6.xyz, r2
    mov o6.w, c0.z
    mov o7.w, c0.z
    mov o8.xy, v1

// approximately 53 instruction slots used (6 texture, 47 arithmetic)
 