// Halo
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.7 on Tue Apr 03 20:00:52 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyz         0     NONE   float   xyz
// NORMAL                   0   xyz         1     NONE   float   xyz
// TEXCOORD                 0   xy          2     NONE   float   xy
// TANGENT                  0   xyz         3     NONE   float   xyz
// BINORMAL                 0   xyz         4     NONE   float   xyz
// COLOR                    0   xyzw        5     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyz         4     NONE   float   xyz
// TEXCOORD                 4   xyz         5     NONE   float   xyz
// TEXCOORD                 5   xyz         6     NONE   float   xyz
// TEXCOORD                 6   xyz         7     NONE   float   xyz
// COLOR                    0   xyzw        8     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[26], immediateIndexed
dcl_constantbuffer cb3[9], immediateIndexed
dcl_constantbuffer cb9[1752], immediateIndexed
dcl_constantbuffer cb2[53], immediateIndexed
dcl_resource_structured t0, 64
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xyz
dcl_input v4.xyz
dcl_input v5.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyz
dcl_output o5.xyz
dcl_output o6.xyz
dcl_output o7.xyz
dcl_output o8.xyzw
//dcl_temps 4

dcl_temps 21

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, cb0[0].xyzw, r0.xyzw
dp4 r1.y, cb0[1].xyzw, r0.xyzw
dp4 r1.z, cb0[2].xyzw, r0.xyzw
dp4 r1.w, cb0[3].xyzw, r0.xyzw

// DHR ShaderRegex - FIREBIRD Pattern Halo:
ld_indexable(texture2d)(float,float,float,float) r19.xyzw, l(0, 0, 0, 0), t125.xyzw
mov r18.xyzw, r1.xyzw
add r20.w, r1.w, -r19.y
mul r20.w, r19.x, r20.w
add r1.x, r1.x, r20.w

mul r0.xy, cb2[22].xyxx, l(1.000000, -1.000000, 0.000000, 0.000000)
mul r0.zw, r1.wwww, cb2[22].xxxy
mad o3.xy, r1.xyxx, r0.xyxx, r0.zwzz
add r0.xyz, -v0.xyzx, cb0[11].xyzx
dp3 o4.x, cb0[7].xyzx, r0.xyzx
dp3 o4.y, cb0[8].xyzx, r0.xyzx
dp3 o4.z, cb0[9].xyzx, r0.xyzx
mul r0.xyzw, v5.xyzw, cb0[10].xyzw
ige r2.x, cb0[25].x, l(0)
if_nz r2.x
  ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r2.xyz, cb0[25].x, l(0), t0.xyzx
  ushr r3.xyz, r2.xyzx, l(16, 16, 16, 0)
  f16tof32 r2.xyz, r2.xyzx
  f16tof32 r3.xyz, r3.xyzx
  mov r3.w, r2.z
  mov r2.w, r3.x
  mad r2.xyz, cb9[1].xyzx, r3.ywzy, r2.xwyx
else
  mul r2.xyz, cb2[26].wwww, l(0.001000, 0.001000, 0.001000, 0.000000)
endif
mul r3.xyz, r2.xyzx, cb3[0].yyyy
max r2.w, r3.z, r3.y
max r2.w, r2.w, r3.x
mad r2.xyz, r2.xyzx, cb3[0].yyyy, -r2.wwww
mad r2.xyz, cb3[0].zzzz, r2.xyzx, r2.wwww
mul r2.xyz, r0.xyzx, r2.xyzx
mov r2.w, r0.w
movc o8.xyzw, cb3[0].xxxx, r0.xyzw, r2.xyzw
dp3 o5.x, cb0[7].xyzx, v3.xyzx
dp3 o5.y, cb0[7].xyzx, v4.xyzx
dp3 o5.z, cb0[7].xyzx, v1.xyzx
dp3 o6.x, cb0[8].xyzx, v3.xyzx
dp3 o6.y, cb0[8].xyzx, v4.xyzx
dp3 o6.z, cb0[8].xyzx, v1.xyzx
dp3 o7.x, cb0[9].xyzx, v3.xyzx
dp3 o7.y, cb0[9].xyzx, v4.xyzx
dp3 o7.z, cb0[9].xyzx, v1.xyzx

//mov o0.xyzw, r1.xyzw
mov o0.xyzw, r18.xyzw

mov o2.xyzw, l(1.000000,1.000000,1.000000,1.000000)
mov o3.zw, r1.zzzw
mov o1.xy, v2.xyxx
ret
// Approximately 0 instruction slots used

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