//Shadows VS 2
//PS a45bc4d8d704555a a8dc9a577289e570 d6510a20ece930c8
cbuffer PER_BATCH : register(b0)
{
  row_major float4x4 g_mViewProj : packoffset(c0);
}

cbuffer PER_FRAME : register(b3)
{
  row_major float4x4 g_VS_ViewProjMatr : packoffset(c0);  //new
  float4 g_VS_SunLightDir : packoffset(c4); //new
  float4 g_VS_WorldViewPos : packoffset(c6); //new
  float4 g_VS_ScreenSize : packoffset(c7);
  float4 g_VS_AnimGenParams : packoffset(c8); //new
  float4 g_VS_NearFarClipDist : packoffset(c9); //new
  row_major float4x4 g_VS_ViewProjZeroMatr : packoffset(c10); //new
  float4 g_VS_HPosScale : packoffset(c21);
  
}

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

void main( 
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  out float4 o0 : SV_Position0,
  
  out float4 nearfar : TEXCOORD2,
  out float4 res : TEXCOORD3)
  
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = g_mViewProj._m10_m11_m12_m13 * v0.yyyy;
  r0.xyzw = v0.xxxx * g_mViewProj._m00_m01_m02_m03 + r0.xyzw;
  r0.xyzw = v0.zzzz * g_mViewProj._m20_m21_m22_m23 + r0.xyzw;
  o0.xyzw = v0.wwww * g_mViewProj._m30_m31_m32_m33 + r0.xyzw;
  
  //Pass far clipping plane and screen resolution through to pixel shader:
  nearfar = g_VS_NearFarClipDist;
  res = g_VS_ScreenSize;
  
  return;
}