//
// Generated by Microsoft (R) HLSL Shader Compiler 9.19.949.1104
//
// Parameters:
//
//   float4 CameraPosition;
//   float3 lightzDirection;
//   float4 ShadowCoordinateScaleBias;
//   float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
//   Name                      Reg   Size
//   ------------------------- ----- ----
//   ViewProjectionMatrix      c0       4
//   CameraPosition            c4       1
//   ShadowCoordinateScaleBias c5       1
//   lightzDirection            c6       1
//

    vs_3_0
  def c253, 0, 0, 0.0625, 1
    def c7, 0.00784313772, -1, 0, 0
  dcl_2d s0
    dcl_position v0
    dcl_tangent v1
    dcl_normal v2
    dcl_texcoord1 v3
    dcl_texcoord2 v4
    dcl_texcoord3 v5
    dcl_texcoord4 v6
    dcl_color v7
    dcl_texcoord o0.xy
    dcl_texcoord4 o1.xyz
    dcl_texcoord5 o2
    dcl_texcoord6 o3.xyz
    dcl_texcoord7 o4
    dcl_position o5
    mad o0.xy, v7, c5, c5.wzzw
    mov r0.x, v4.x
    mov r0.y, v5.x
    mov r0.z, v6.x
    mov r0.w, v3.x
    dp4 r0.x, r0, v0
    mov r1.x, v4.y
    mov r1.y, v5.y
    mov r1.z, v6.y
    mov r1.w, v3.y
    dp4 r0.y, r1, v0
    mov r1.x, v4.z
    mov r1.y, v5.z
    mov r1.z, v6.z
    mov r1.w, v3.z
    dp4 r0.z, r1, v0
    mad r1.xyz, r0, -c4.w, c4
    mul r2, r0.y, c1
    dp3 r3.x, r1, v4
    dp3 r3.y, r1, v5
    dp3 r3.z, r1, v6
    mad r1.xyz, v1, c7.x, c7.y
    dp3 o3.x, r1, r3
    mad r4, v2, c7.x, c7.y
    mul r5.xyz, r1.yzxw, r4.zxyw
    mad r5.xyz, r4.yzxw, r1.zxyw, -r5
    mul r5.xyz, r4.w, r5
    dp3 o3.y, r5, r3
    dp3 o3.z, r4, r3
    dp3 r3.x, c6, v4
    dp3 r3.y, c6, v5
    dp3 r3.z, c6, v6
    dp3 o1.x, r1, r3
    dp3 o1.y, r5, r3
    dp3 o1.z, r4, r3
    mov o2, c7.z
    mad r1, c0, r0.x, r2
    mad r0, c2, r0.z, r1
    mad r0, c3, v0.w, r0
    mov r12, r0
    mov o5, r0
 texldl r11, c253.z, s0
 if_ne r12.w, c253.w
 add r11.y, r12.w, -r11.y
 mul r11.x, r11.x, r11.y
 add r12.x, r12.x, r11.x
 endif
 mov o4, r12

// approximately 41 instruction slots used
 

