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

    vs_3_0
  def c253, 0, 0, 0.0625, 1
    def c6, 0.00784313772, -1, 0, 0
  dcl_2d s0
    dcl_position v0
    dcl_tangent v1
    dcl_normal v2
    dcl_texcoord v3
    dcl_texcoord1 v4
    dcl_texcoord2 v5
    dcl_texcoord3 v6
    dcl_texcoord4 v7
    dcl_texcoord o0.xy
    dcl_texcoord4 o1.xyz
    dcl_texcoord5 o2
    dcl_texcoord6 o3.xyz
    dcl_texcoord7 o4
    dcl_position o5
    mov r0.x, v5.x
    mov r0.y, v6.x
    mov r0.z, v7.x
    mov r0.w, v4.x
    dp4 r0.x, r0, v0
    mov r1.x, v5.y
    mov r1.y, v6.y
    mov r1.z, v7.y
    mov r1.w, v4.y
    dp4 r0.y, r1, v0
    mov r1.x, v5.z
    mov r1.y, v6.z
    mov r1.z, v7.z
    mov r1.w, v4.z
    dp4 r0.z, r1, v0
    mad r1.xyz, r0, -c4.w, c4
    dp3 r2.x, r1, v5
    dp3 r2.y, r1, v6
    dp3 r2.z, r1, v7
    mad r1.xyz, v1, c6.x, c6.y
    dp3 o3.x, r1, r2
    mad r3, v2, c6.x, c6.y
    mul r4.xyz, r1.yzxw, r3.zxyw
    mad r4.xyz, r3.yzxw, r1.zxyw, -r4
    mul r4.xyz, r3.w, r4
    dp3 o3.y, r4, r2
    dp3 o3.z, r3, r2
    add r2.xyz, -r0, c5
    mul r5, r0.y, c1
    dp3 r6.x, r2, v5
    dp3 r6.y, r2, v6
    dp3 r6.z, r2, v7
    mul o2.xyz, r2, c5.w
    dp3 o1.x, r1, r6
    dp3 o1.y, r4, r6
    dp3 o1.z, r3, r6
    mov o0.xy, v3
    mov o2.w, c6.z
    mad r1, c0, r0.x, r5
    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 43 instruction slots used
 

