// Halo glass

cbuffer g_CameraVS_CB : register(b0)
{

  struct
  {
    row_major float4x4 vs_viewProj;
    row_major float4x4 vs_view;
    float4 vs_worldCamPos;
    float4 vs_projection_params;
    float4 vs_inverse_projection_xy;
    float4 vs_frustum_params;
    float4 vs_inverse_projection2;
    float4 vs_cameraOrigin;
  } g_CameraVS : packoffset(c0);

}

cbuffer g_MaterialVS_CB : register(b1)
{

  struct
  {
    float4 vs_layer0_diffuse;
    float4 vs_bitangentFlip;
    float4 vs_misc_params;
    float4 vs_vtf_kOffset_kHeight;
    float4 vs_ambientColor;
    float4 vs_fxAttributes;
    float4 vs_vtf_direction;
    float4 vs_UVMatrix01[4];
    float4 vs_UVMatrix23[4];
    float4 vs_bias;
  } g_MaterialVS : packoffset(c0);

}

cbuffer g_FogTexVS_CB : register(b2)
{

  struct
  {
    float4 vs_fog_tex_params;
  } g_FogTexVS : packoffset(c0);

}

cbuffer g_InstanceVS_CB : register(b3)
{

  struct
  {
    row_major float4x4 vs_world;
  } g_InstanceVS : packoffset(c0);

}

cbuffer g_MiscGroup1VS_Frequent_CB : register(b4)
{

  struct
  {
    float4 vs_lightmapOffset;
    float4 vs_kTint;
    float4 vs_defunct;
    float4 vs_fastBlendWeights;
  } g_MiscGroup1VS_Frequent : 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 : TEXCOORD0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float4 o5 : TEXCOORD4,
  out float3 o6 : TEXCOORD5,
  out float4 o7 : COLOR0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = g_InstanceVS.vs_world._m10_m11_m12 * v0.yyy;
  r0.xyz = v0.xxx * g_InstanceVS.vs_world._m00_m01_m02 + r0.xyz;
  r0.xyz = v0.zzz * g_InstanceVS.vs_world._m20_m21_m22 + r0.xyz;
  r0.xyz = g_InstanceVS.vs_world._m30_m31_m32 + r0.xyz;
  r1.xyzw = g_CameraVS.vs_viewProj._m10_m11_m12_m13 * r0.yyyy;
  r1.xyzw = r0.xxxx * g_CameraVS.vs_viewProj._m00_m01_m02_m03 + r1.xyzw;
  r1.xyzw = r0.zzzz * g_CameraVS.vs_viewProj._m20_m21_m22_m23 + r1.xyzw;
  r1.xyzw = g_CameraVS.vs_viewProj._m30_m31_m32_m33 + r1.xyzw;
  o0.xyzw = r1.xyzw;
  
  float4 stereo = StereoParams.Load(0);
  r1.x += stereo.x * (r1.w - stereo.y);
  
  r2.xyz = g_CameraVS.vs_view._m10_m11_m12 * r0.yyy;
  r2.xyz = r0.xxx * g_CameraVS.vs_view._m00_m01_m02 + r2.xyz;
  r2.xyz = r0.zzz * g_CameraVS.vs_view._m20_m21_m22 + r2.xyz;
  o1.xyz = g_CameraVS.vs_view._m30_m31_m32 + r2.xyz;
  r0.xzw = -g_CameraVS.vs_worldCamPos.xyz + r0.xyz;
  r0.y = saturate(-r0.y * g_FogTexVS.vs_fog_tex_params.x + 1);
  r1.z = dot(r0.xzw, r0.xzw);
  r2.x = sqrt(r1.z);
  r1.z = rsqrt(r1.z);
  r0.xw = r1.zz * r0.xw;
  r0.z = g_FogTexVS.vs_fog_tex_params.z + r0.z;
  r0.z = log2(r0.z);
  r3.x = saturate(r0.z * g_FogTexVS.vs_fog_tex_params.w + g_FogTexVS.vs_fog_tex_params.y);
  r0.xy = r0.xw * r0.yy;
  r3.yz = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
  r0.x = 1 + r2.x;
  r0.x = log2(r0.x);
  r0.x = 0.0752566829 * r0.x;
  o1.w = min(1, r0.x);
  r0.xyz = v1.xyz * float3(2.00787401,2.00787401,2.00787401) + float3(-1,-1,-1);
  r2.xyz = g_InstanceVS.vs_world._m10_m11_m12 * r0.yyy;
  r0.xyw = r0.xxx * g_InstanceVS.vs_world._m00_m01_m02 + r2.xyz;
  r0.xyz = r0.zzz * g_InstanceVS.vs_world._m20_m21_m22 + r0.xyw;
  r2.xyz = g_CameraVS.vs_view._m10_m11_m12 * r0.yyy;
  r0.xyw = r0.xxx * g_CameraVS.vs_view._m00_m01_m02 + r2.xyz;
  r0.xyz = r0.zzz * g_CameraVS.vs_view._m20_m21_m22 + r0.xyw;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r2.xyz = v3.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r4.xyz = g_InstanceVS.vs_world._m10_m11_m12 * r2.yyy;
  r2.xyw = r2.xxx * g_InstanceVS.vs_world._m00_m01_m02 + r4.xyz;
  r2.xyz = r2.zzz * g_InstanceVS.vs_world._m20_m21_m22 + r2.xyw;
  r4.xyz = g_CameraVS.vs_view._m10_m11_m12 * r2.yyy;
  r2.xyw = r2.xxx * g_CameraVS.vs_view._m00_m01_m02 + r4.xyz;
  r2.xyz = r2.zzz * g_CameraVS.vs_view._m20_m21_m22 + r2.xyw;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r4.xyz = r2.zxy * r0.yzx;
  r4.xyz = r2.yzx * r0.zxy + -r4.xyz;
  o3.xyz = r0.xyz;
  o4.xyz = r2.xyz;
  o2.xyz = g_MaterialVS.vs_bitangentFlip.xxx * r4.xyz;
  o2.w = r1.y;
  o3.w = r1.w;
  r3.w = r1.x;
  o6.xyz = r3.wxy;
  o4.w = r3.z;
  r0.xy = v4.xy;
  r0.z = 1;
  o5.z = dot(r0.xyz, g_MaterialVS.vs_UVMatrix01[0].xyw);
  o5.w = dot(r0.xyz, g_MaterialVS.vs_UVMatrix01[1].xyw);
  r0.xy = v4.zw;
  r0.z = 1;
  o5.x = dot(r0.xyz, g_MaterialVS.vs_UVMatrix01[2].xyw);
  o5.y = dot(r0.xyz, g_MaterialVS.vs_UVMatrix01[3].xyw);
  o7.xyz = saturate(g_MiscGroup1VS_Frequent.vs_kTint.xyz * v2.xyz);
  o7.w = g_MiscGroup1VS_Frequent.vs_kTint.w * v1.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Sun Jul 03 09:22:59 2016
//
//
// Buffer Definitions: 
//
// cbuffer g_CameraVS_CB
// {
//
//   struct CameraVS
//   {
//       
//       row_major float4x4 vs_viewProj;// Offset:    0
//       row_major float4x4 vs_view;    // Offset:   64
//       float4 vs_worldCamPos;         // Offset:  128
//       float4 vs_projection_params;   // Offset:  144
//       float4 vs_inverse_projection_xy;// Offset:  160
//       float4 vs_frustum_params;      // Offset:  176
//       float4 vs_inverse_projection2; // Offset:  192
//       float4 vs_cameraOrigin;        // Offset:  208
//
//   } g_CameraVS;                      // Offset:    0 Size:   224
//
// }
//
// cbuffer g_MaterialVS_CB
// {
//
//   struct MaterialVS
//   {
//       
//       float4 vs_layer0_diffuse;      // Offset:    0
//       float4 vs_bitangentFlip;       // Offset:   16
//       float4 vs_misc_params;         // Offset:   32
//       float4 vs_vtf_kOffset_kHeight; // Offset:   48
//       float4 vs_ambientColor;        // Offset:   64
//       float4 vs_fxAttributes;        // Offset:   80
//       float4 vs_vtf_direction;       // Offset:   96
//       float4 vs_UVMatrix01[4];       // Offset:  112
//       float4 vs_UVMatrix23[4];       // Offset:  176
//       float4 vs_bias;                // Offset:  240
//
//   } g_MaterialVS;                    // Offset:    0 Size:   256
//
// }
//
// cbuffer g_FogTexVS_CB
// {
//
//   struct FogTexVS
//   {
//       
//       float4 vs_fog_tex_params;      // Offset:    0
//
//   } g_FogTexVS;                      // Offset:    0 Size:    16
//
// }
//
// cbuffer g_InstanceVS_CB
// {
//
//   struct InstanceVS
//   {
//       
//       row_major float4x4 vs_world;   // Offset:    0
//
//   } g_InstanceVS;                    // Offset:    0 Size:    64
//
// }
//
// cbuffer g_MiscGroup1VS_Frequent_CB
// {
//
//   struct MiscGroup1VS_Frequent
//   {
//       
//       float4 vs_lightmapOffset;      // Offset:    0
//       float4 vs_kTint;               // Offset:   16
//       float4 vs_defunct;             // Offset:   32
//       float4 vs_fastBlendWeights;    // Offset:   48
//
//   } g_MiscGroup1VS_Frequent;         // Offset:    0 Size:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_CameraVS_CB                     cbuffer      NA          NA    0        1
// g_MaterialVS_CB                   cbuffer      NA          NA    1        1
// g_FogTexVS_CB                     cbuffer      NA          NA    2        1
// g_InstanceVS_CB                   cbuffer      NA          NA    3        1
// g_MiscGroup1VS_Frequent_CB        cbuffer      NA          NA    4        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz 
// NORMAL                   0   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyz 
// TANGENT                  0   xyzw        3     NONE   float   xyz 
// TEXCOORD                 0   xyzw        4     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
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyz         6     NONE   float   xyz 
// COLOR                    0   xyzw        7     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[9], immediateIndexed
dcl_constantbuffer cb1[11], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[4], immediateIndexed
dcl_constantbuffer cb4[2], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xyz
dcl_input v3.xyz
dcl_input v4.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyz
dcl_output o7.xyzw
dcl_temps 5
mul r0.xyz, v0.yyyy, cb3[1].xyzx
mad r0.xyz, v0.xxxx, cb3[0].xyzx, r0.xyzx
mad r0.xyz, v0.zzzz, cb3[2].xyzx, r0.xyzx
add r0.xyz, r0.xyzx, cb3[3].xyzx
mul r1.xyzw, r0.yyyy, cb0[1].xyzw
mad r1.xyzw, r0.xxxx, cb0[0].xyzw, r1.xyzw
mad r1.xyzw, r0.zzzz, cb0[2].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[3].xyzw
mov o0.xyzw, r1.xyzw
mul r2.xyz, r0.yyyy, cb0[5].xyzx
mad r2.xyz, r0.xxxx, cb0[4].xyzx, r2.xyzx
mad r2.xyz, r0.zzzz, cb0[6].xyzx, r2.xyzx
add o1.xyz, r2.xyzx, cb0[7].xyzx
add r0.xzw, r0.xxyz, -cb0[8].xxyz
mad_sat r0.y, -r0.y, cb2[0].x, l(1.000000)
dp3 r1.z, r0.xzwx, r0.xzwx
sqrt r2.x, r1.z
rsq r1.z, r1.z
mul r0.xw, r0.xxxw, r1.zzzz
add r0.z, r0.z, cb2[0].z
log r0.z, r0.z
mad_sat r3.x, r0.z, cb2[0].w, cb2[0].y
mul r0.xy, r0.yyyy, r0.xwxx
mad r3.yz, r0.xxyx, l(0.000000, 0.500000, 0.500000, 0.000000), l(0.000000, 0.500000, 0.500000, 0.000000)
add r0.x, r2.x, l(1.000000)
log r0.x, r0.x
mul r0.x, r0.x, l(0.0752566829)
min o1.w, r0.x, l(1.000000)
mad r0.xyz, v1.xyzx, l(2.007874, 2.007874, 2.007874, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r2.xyz, r0.yyyy, cb3[1].xyzx
mad r0.xyw, r0.xxxx, cb3[0].xyxz, r2.xyxz
mad r0.xyz, r0.zzzz, cb3[2].xyzx, r0.xywx
mul r2.xyz, r0.yyyy, cb0[5].xyzx
mad r0.xyw, r0.xxxx, cb0[4].xyxz, r2.xyxz
mad r0.xyz, r0.zzzz, cb0[6].xyzx, r0.xywx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mad r2.xyz, v3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r4.xyz, r2.yyyy, cb3[1].xyzx
mad r2.xyw, r2.xxxx, cb3[0].xyxz, r4.xyxz
mad r2.xyz, r2.zzzz, cb3[2].xyzx, r2.xywx
mul r4.xyz, r2.yyyy, cb0[5].xyzx
mad r2.xyw, r2.xxxx, cb0[4].xyxz, r4.xyxz
mad r2.xyz, r2.zzzz, cb0[6].xyzx, r2.xywx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mul r4.xyz, r0.yzxy, r2.zxyz
mad r4.xyz, r2.yzxy, r0.zxyz, -r4.xyzx
mov o3.xyz, r0.xyzx
mov o4.xyz, r2.xyzx
mul o2.xyz, r4.xyzx, cb1[1].xxxx
mov o2.w, r1.y
mov o3.w, r1.w
mov r3.w, r1.x
mov o6.xyz, r3.wxyw
mov o4.w, r3.z
mov r0.xy, v4.xyxx
mov r0.z, l(1.000000)
dp3 o5.z, r0.xyzx, cb1[7].xywx
dp3 o5.w, r0.xyzx, cb1[8].xywx
mov r0.xy, v4.zwzz
mov r0.z, l(1.000000)
dp3 o5.x, r0.xyzx, cb1[9].xywx
dp3 o5.y, r0.xyzx, cb1[10].xywx
mul_sat o7.xyz, v2.xyzx, cb4[1].xyzx
mul o7.w, v1.w, cb4[1].w
ret 
// Approximately 69 instruction slots used

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