
cbuffer STATIC_INSTANCE : register(b2)
{
  row_major float3x4 ObjWorldMatrix : packoffset(c0);
  float4 BendInfo : packoffset(c3);
  float4 AmbientOp : packoffset(c5);
}

cbuffer PER_FRAME : register(b3)
{
  row_major float4x4 g_VS_ViewProjMatr : packoffset(c0);
  float4 g_VS_WorldViewPos : packoffset(c6);
  float4 g_VS_AnimGenParams : packoffset(c8);
  row_major float4x4 g_VS_ViewProjZeroMatr : packoffset(c10);
}

cbuffer PER_MATERIAL : register(b4)
{
  float3 __0bendDetailFrequency__1bendDetailLeafAmplitude__2bendDetailBranchAmplitude__3 : packoffset(c2);
  float4 __0AnimFrequency__1AnimAmplitudeWav0__2AnimPhase__3AnimAmplitudeWav2 : packoffset(c3);
  float4 __0VertColorMaskX__1VertColorMaskY__2VertColorMaskZ__3VertColorMaskW : packoffset(c6);
}

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

void main( 
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  float4 v3 : TANGENT0,
  float4 v4 : BINORMAL0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : COLOR0)
{
  const float4 icb[] = { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000} };
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.w = -g_VS_WorldViewPos.x + ObjWorldMatrix._m03;
  r0.xyz = ObjWorldMatrix._m00_m01_m02;
  r1.xyz = v0.xyz;
  r1.w = 1;
  r0.x = dot(r0.xyzw, r1.xyzw);
  r2.w = -g_VS_WorldViewPos.y + ObjWorldMatrix._m13;
  r2.xyz = ObjWorldMatrix._m10_m11_m12;
  r0.y = dot(r2.xyzw, r1.xyzw);
  r2.w = -g_VS_WorldViewPos.z + ObjWorldMatrix._m23;
  r2.xyz = ObjWorldMatrix._m20_m21_m22;
  r0.z = dot(r2.xyzw, r1.xyzw);
  r0.w = 1;
  r1.x = dot(g_VS_ViewProjZeroMatr._m00_m01_m02_m03, r0.xyzw);
  r1.y = dot(g_VS_ViewProjZeroMatr._m10_m11_m12_m13, r0.xyzw);
  r1.z = dot(g_VS_ViewProjZeroMatr._m20_m21_m22_m23, r0.xyzw);
  r1.w = dot(g_VS_ViewProjZeroMatr._m30_m31_m32_m33, r0.xyzw);
  o2.xyzw = r0.xyzw;
  o0.xyzw = r1.xyzw;
  
  float4 stereo = StereoParams.Load(0);
  r1.x += stereo.x * (r1.w - stereo.y);
  
  r0.xy = r1.xy * float2(1,-1) + r1.ww;
  o3.zw = r1.zw;
  o3.xy = float2(0.5,0.5) * r0.xy;
  o1.xyzw = v1.xyxy;
  r0.x = 64 * v2.z;
  r0.y = frac(r0.x);
  r0.x = floor(r0.x);
  r0.x = (int)r0.x;
  r0.x = dot(__0VertColorMaskX__1VertColorMaskY__2VertColorMaskZ__3VertColorMaskW.xyzw, icb[r0.x+0].xyzw);
  r0.y = 4 * r0.y;
  r0.y = (int)r0.y;
  r0.y = dot(float4(1,0.25,0.0625,0.015625), icb[r0.y+0].xyzw);
  r0.x = r0.x * r0.y;
  r0.x = floor(r0.x);
  r0.x = 0.25 * r0.x;
  r0.x = frac(r0.x);
  r0.x = 4 * r0.x;
  r0.y = v2.y * 255 + 0.00196078443;
  r0.xy = (int2)r0.xy;
  r0.x = (int)r0.y == (int)r0.x;
  o4.x = r0.x ? 1.000000 : 0;
  o4.yzw = v2.yxw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.2.1 on Fri Sep 04 12:08:04 2015
//
//
// Buffer Definitions: 
//
// cbuffer STATIC_INSTANCE
// {
//
//   row_major float3x4 ObjWorldMatrix; // Offset:    0 Size:    48
//   float4 BendInfo;                   // Offset:   48 Size:    16 [unused]
//   float4 AmbientOp;                  // Offset:   80 Size:    16 [unused]
//
// }
//
// cbuffer PER_FRAME
// {
//
//   row_major float4x4 g_VS_ViewProjMatr;// Offset:    0 Size:    64 [unused]
//   float4 g_VS_WorldViewPos;          // Offset:   96 Size:    16
//   float4 g_VS_AnimGenParams;         // Offset:  128 Size:    16 [unused]
//   row_major float4x4 g_VS_ViewProjZeroMatr;// Offset:  160 Size:    64
//
// }
//
// cbuffer PER_MATERIAL
// {
//
//   float3 __0bendDetailFrequency__1bendDetailLeafAmplitude__2bendDetailBranchAmplitude__3;// Offset:   32 Size:    12 [unused]
//   float4 __0AnimFrequency__1AnimAmplitudeWav0__2AnimPhase__3AnimAmplitudeWav2;// Offset:   48 Size:    16 [unused]
//   float4 __0VertColorMaskX__1VertColorMaskY__2VertColorMaskZ__3VertColorMaskW;// Offset:   96 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// STATIC_INSTANCE                   cbuffer      NA          NA    2        1
// PER_FRAME                         cbuffer      NA          NA    3        1
// PER_MATERIAL                      cbuffer      NA          NA    4        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz 
// TEXCOORD                 0   xyzw        1     NONE   float   xy  
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TANGENT                  0   xyzw        3     NONE   float       
// BINORMAL                 0   xyzw        4     NONE   float       
//
//
// 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
// COLOR                    0   xyzw        4     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000} }
dcl_constantbuffer cb2[3], immediateIndexed
dcl_constantbuffer cb3[14], immediateIndexed
dcl_constantbuffer cb4[7], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 3
add r0.w, cb2[0].w, -cb3[6].x
mov r0.xyz, cb2[0].xyzx
mov r1.xyz, v0.xyzx
mov r1.w, l(1.000000)
dp4 r0.x, r0.xyzw, r1.xyzw
add r2.w, cb2[1].w, -cb3[6].y
mov r2.xyz, cb2[1].xyzx
dp4 r0.y, r2.xyzw, r1.xyzw
add r2.w, cb2[2].w, -cb3[6].z
mov r2.xyz, cb2[2].xyzx
dp4 r0.z, r2.xyzw, r1.xyzw
mov r0.w, l(1.000000)
dp4 r1.x, cb3[10].xyzw, r0.xyzw
dp4 r1.y, cb3[11].xyzw, r0.xyzw
dp4 r1.z, cb3[12].xyzw, r0.xyzw
dp4 r1.w, cb3[13].xyzw, r0.xyzw
mov o2.xyzw, r0.xyzw
mov o0.xyzw, r1.xyzw
mad r0.xy, r1.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), r1.wwww
mov o3.zw, r1.zzzw
mul o3.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mov o1.xyzw, v1.xyxy
mul r0.x, v2.z, l(64.000000)
frc r0.y, r0.x
round_ni r0.x, r0.x
ftoi r0.x, r0.x
dp4 r0.x, cb4[6].xyzw, icb[r0.x + 0].xyzw
mul r0.y, r0.y, l(4.000000)
ftoi r0.y, r0.y
dp4 r0.y, l(1.000000, 0.250000, 0.062500, 0.015625), icb[r0.y + 0].xyzw
mul r0.x, r0.y, r0.x
round_ni r0.x, r0.x
mul r0.x, r0.x, l(0.250000)
frc r0.x, r0.x
mul r0.x, r0.x, l(4.000000)
mad r0.y, v2.y, l(255.000000), l(0.001961)
ftoi r0.xy, r0.xyxx
ieq r0.x, r0.y, r0.x
and o4.x, r0.x, l(0x3f800000)
mov o4.yzw, v2.yyxw
ret 
// Approximately 41 instruction slots used

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