// Water 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);

}



// 3Dmigoto declarations 
#define cmp - 
Texture1D<float4> IniParams : register(t120); 
Texture2D<float4> StereoParams : register(t125); 


void main( 
  float4 v0 : POSITION0,
  float4 v1 : NORMAL0,
  float4 v2 : COLOR0,
  float4 v3 : TANGENT0,
  float4 v4 : BINORMAL0,
  float2 v5 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = cbPerObject.go_vPosScale.xyz * v0.xyz + cbPerObject.go_vPosBias.xyz;
  r1.xyzw = cbPerObject.go_mObjectToView._m20_m21_m22_m23 * r0.zzzz + cbPerObject.go_mObjectToView._m30_m31_m32_m33;
  r1.xyzw = cbPerObject.go_mObjectToView._m00_m01_m02_m03 * r0.xxxx + r1.xyzw;
  r0.xyzw = cbPerObject.go_mObjectToView._m10_m11_m12_m13 * r0.yyyy + r1.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;
  
  float4 stereo = StereoParams.Load(0);
  r1.x -= stereo.x * (r1.w - stereo.y);
  
  //o1.xyzw = r0.xyzw;
  o1.xyzw = r1.xyzw;
  
  
  o2.xy = cbPerObject.go_vTexScaleBias.xy * v5.xy + cbPerObject.go_vTexScaleBias.zw;
  o2.zw = float2(0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
//   using 3Dmigoto v1.2.19 on Tue Dec 22 15:58:53 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
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _cbPerObject                      cbuffer      NA          NA    0        1
// _cbSharedPerViewData              cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz 
// NORMAL                   0   xyzw        1     NONE   float       
// COLOR                    0   xyzw        2     NONE   float       
// TANGENT                  0   xyzw        3     NONE   float       
// BINORMAL                 0   xyzw        4     NONE   float       
// TEXCOORD                 0   xy          5     NONE   float   xy  
//
//
// 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[7], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_input v0.xyz
dcl_input v5.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 2
mad r0.xyz, cb0[4].xyzx, v0.xyzx, cb0[5].xyzx
mad r1.xyzw, cb0[2].xyzw, r0.zzzz, cb0[3].xyzw
mad r1.xyzw, cb0[0].xyzw, r0.xxxx, r1.xyzw
mad r0.xyzw, cb0[1].xyzw, r0.yyyy, r1.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
mov o1.xyzw, r0.xyzw
mad o2.xy, cb0[6].xyxx, v5.xyxx, cb0[6].zwzz
mov o2.zw, l(0,0,0,0)
ret 
// Approximately 12 instruction slots used

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