//Light Halo
cbuffer _cbPerObject : register(b0)
{

  struct
  {
    row_major float4x4 go_mObjectToView;
    float4 go_vPosScale;
    float4 go_vPosBias;
    float4 go_vTexScaleBias;
    float4 go_vObjectId;
  } cbPerObject : packoffset(c0);

}

cbuffer _cbSharedPerViewData : register(b1)
{

  struct
  {
    row_major float4x4 mProjection;
    row_major float4x4 mViewToViewport;
    row_major float4x4 mViewToWorld;
    float4 vViewRemap;
    float4 vViewDepthRemap;
    float4 vEyeVectorUL;
    float4 vEyeVectorLR;
    float4 v4ShadowRange;
    float4 vViewSpaceUpVector;
    float4 vGlobalLitFactor;
    float4 vViewportSize;
    float4 vEngineTime;
    float4 vShaderColor0;
    float4 vShaderColor1;
    float4 vShaderColor2;
    float4 vShaderColor3;
    float4 vShaderColor4;
    float4 vClipPlane;
  } cbSharedPerViewData : packoffset(c0);

}

cbuffer _cbSharedRainData : register(b3)
{

  struct
  {
    row_major float4x4 m44ObjectToWorld;
    row_major float4x4 m44WorldToView;
    row_major float4x4 m44ViewToShadowProj;
    row_major float4x4 m44ShadowProjToView;
    row_major float4x4 m44ObjectToView;
    row_major float4x4 m44ProjectionT;
    row_major float4x4 m44ProjectionTI;
    row_major float4x4 m44ViewToViewport;
    float4 gm_v2NoiseOffset;
    float4 gm_vPuddleProperties;
    float4 gm_vRunningWaterProperties;
    float4 gm_vHalfLightBoxFadeNeg;
    float4 gm_vHalfLightBoxFadePos;
    float4 gm_vRcpLightBoxFadeNeg;
    float4 gm_vRcpLightBoxFadePos;
    float4 gm_fAntiRainIntensity;
    float4 gm_vCameraPosition;
    float4 gm_vRainFade;
    float4 gm_fColorScale;
    float4 gm_fAlphaScale;
    float4 gm_vRainDirection;
    float4 gm_vRainCameraPos;
    float4 gm_ShadowRange;
    float4 gm_StreakScale;
    float4 gm_Speed;
    float4 gm_ContactScale;
    float4 gm_RandomRotation;
    float4 gm_SplashOffset;
    float4 gm_SplashVelocity;
    float4 gm_DieTime;
    float4 gm_TextureBlockScale;
    float4 gm_TextureBlockSize;
    float4 gm_ViewportSize;
    float4 gm_RefractScale;
    float4 gm_RainRadius;
    float4 g_vEyeUpperLeft;
    float4 g_vEyeLowerRight;
    float4 g_vEyeDeltaX;
    float4 g_vEyeDeltaY;
    float4 g_vViewRemap;
  } cbSharedRainData : packoffset(c0);

}

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main( 
  float4 v0 : POSITION0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cbPerObject.go_mObjectToView._m10_m11_m12_m13 * v0.yyyy;
  r0.xyzw = v0.xxxx * cbPerObject.go_mObjectToView._m00_m01_m02_m03 + r0.xyzw;
  r0.xyzw = v0.zzzz * cbPerObject.go_mObjectToView._m20_m21_m22_m23 + r0.xyzw;
  r0.xyzw = v0.wwww * cbPerObject.go_mObjectToView._m30_m31_m32_m33 + r0.xyzw;
  r1.xyzw = cbSharedPerViewData.mProjection._m10_m11_m12_m13 * r0.yyyy;
  r1.xyzw = r0.xxxx * cbSharedPerViewData.mProjection._m00_m01_m02_m03 + r1.xyzw;
  r1.xyzw = r0.zzzz * cbSharedPerViewData.mProjection._m20_m21_m22_m23 + r1.xyzw;
  o0.xyzw = r0.wwww * cbSharedPerViewData.mProjection._m30_m31_m32_m33 + r1.xyzw;
  
    
  r1.xyzw = cbSharedRainData.m44ProjectionT._m10_m11_m12_m13 * r0.yyyy;
  r1.xyzw = r0.xxxx * cbSharedRainData.m44ProjectionT._m00_m01_m02_m03 + r1.xyzw;
    
  r1.xyzw = r0.zzzz * cbSharedRainData.m44ProjectionT._m20_m21_m22_m23 + r1.xyzw;
   
  
  o1.xyzw = r0.wwww * cbSharedRainData.m44ProjectionT._m30_m31_m32_m33 + r1.xyzw;
  
  o0 = 0;
  
  o2.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
//   using 3Dmigoto v1.2.9 on Thu Dec 17 12:43:20 2015
//
//
// Buffer Definitions: 
//
// cbuffer _cbPerObject
// {
//
//   struct
//   {
//       
//       row_major float4x4 go_mObjectToView;// Offset:    0
//       float4 go_vPosScale;           // Offset:   64
//       float4 go_vPosBias;            // Offset:   80
//       float4 go_vTexScaleBias;       // Offset:   96
//       float4 go_vObjectId;           // Offset:  112
//
//   } cbPerObject;                     // Offset:    0 Size:   128
//
// }
//
// cbuffer _cbSharedPerViewData
// {
//
//   struct
//   {
//       
//       row_major float4x4 mProjection;// Offset:    0
//       row_major float4x4 mViewToViewport;// Offset:   64
//       row_major float4x4 mViewToWorld;// Offset:  128
//       float4 vViewRemap;             // Offset:  192
//       float4 vViewDepthRemap;        // Offset:  208
//       float4 vEyeVectorUL;           // Offset:  224
//       float4 vEyeVectorLR;           // Offset:  240
//       float4 v4ShadowRange;          // Offset:  256
//       float4 vViewSpaceUpVector;     // Offset:  272
//       float4 vGlobalLitFactor;       // Offset:  288
//       float4 vViewportSize;          // Offset:  304
//       float4 vEngineTime;            // Offset:  320
//       float4 vShaderColor0;          // Offset:  336
//       float4 vShaderColor1;          // Offset:  352
//       float4 vShaderColor2;          // Offset:  368
//       float4 vShaderColor3;          // Offset:  384
//       float4 vShaderColor4;          // Offset:  400
//       float4 vClipPlane;             // Offset:  416
//
//   } cbSharedPerViewData;             // Offset:    0 Size:   432
//
// }
//
// cbuffer _cbSharedRainData
// {
//
//   struct
//   {
//       
//       row_major float4x4 m44ObjectToWorld;// Offset:    0
//       row_major float4x4 m44WorldToView;// Offset:   64
//       row_major float4x4 m44ViewToShadowProj;// Offset:  128
//       row_major float4x4 m44ShadowProjToView;// Offset:  192
//       row_major float4x4 m44ObjectToView;// Offset:  256
//       row_major float4x4 m44ProjectionT;// Offset:  320
//       row_major float4x4 m44ProjectionTI;// Offset:  384
//       row_major float4x4 m44ViewToViewport;// Offset:  448
//       float4 gm_v2NoiseOffset;       // Offset:  512
//       float4 gm_vPuddleProperties;   // Offset:  528
//       float4 gm_vRunningWaterProperties;// Offset:  544
//       float4 gm_vHalfLightBoxFadeNeg;// Offset:  560
//       float4 gm_vHalfLightBoxFadePos;// Offset:  576
//       float4 gm_vRcpLightBoxFadeNeg; // Offset:  592
//       float4 gm_vRcpLightBoxFadePos; // Offset:  608
//       float4 gm_fAntiRainIntensity;  // Offset:  624
//       float4 gm_vCameraPosition;     // Offset:  640
//       float4 gm_vRainFade;           // Offset:  656
//       float4 gm_fColorScale;         // Offset:  672
//       float4 gm_fAlphaScale;         // Offset:  688
//       float4 gm_vRainDirection;      // Offset:  704
//       float4 gm_vRainCameraPos;      // Offset:  720
//       float4 gm_ShadowRange;         // Offset:  736
//       float4 gm_StreakScale;         // Offset:  752
//       float4 gm_Speed;               // Offset:  768
//       float4 gm_ContactScale;        // Offset:  784
//       float4 gm_RandomRotation;      // Offset:  800
//       float4 gm_SplashOffset;        // Offset:  816
//       float4 gm_SplashVelocity;      // Offset:  832
//       float4 gm_DieTime;             // Offset:  848
//       float4 gm_TextureBlockScale;   // Offset:  864
//       float4 gm_TextureBlockSize;    // Offset:  880
//       float4 gm_ViewportSize;        // Offset:  896
//       float4 gm_RefractScale;        // Offset:  912
//       float4 gm_RainRadius;          // Offset:  928
//       float4 g_vEyeUpperLeft;        // Offset:  944
//       float4 g_vEyeLowerRight;       // Offset:  960
//       float4 g_vEyeDeltaX;           // Offset:  976
//       float4 g_vEyeDeltaY;           // Offset:  992
//       float4 g_vViewRemap;           // Offset: 1008
//
//   } cbSharedRainData;                // Offset:    0 Size:  1024
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _cbPerObject                      cbuffer      NA          NA    0        1
// _cbSharedPerViewData              cbuffer      NA          NA    1        1
// _cbSharedRainData                 cbuffer      NA          NA    3        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb3[24], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb0[2].xyzw, r0.xyzw
mad r0.xyzw, v0.wwww, cb0[3].xyzw, r0.xyzw
mul r1.xyzw, r0.yyyy, cb1[1].xyzw
mad r1.xyzw, r0.xxxx, cb1[0].xyzw, r1.xyzw
mad r1.xyzw, r0.zzzz, cb1[2].xyzw, r1.xyzw
mad o0.xyzw, r0.wwww, cb1[3].xyzw, r1.xyzw
mul r1.xyzw, r0.yyyy, cb3[21].xyzw
mad r1.xyzw, r0.xxxx, cb3[20].xyzw, r1.xyzw
mad r1.xyzw, r0.zzzz, cb3[22].xyzw, r1.xyzw
mad o1.xyzw, r0.wwww, cb3[23].xyzw, r1.xyzw
mov o2.xyzw, l(0,0,0,0)
ret 
// Approximately 14 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
