// compass
// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378
//
// Parameters:
//
//   row_major float4x4 ModelViewProj;
//   float4 TexScroll;
//
//
// Registers:
//
//   Name          Reg   Size
//   ------------- ----- ----
//   ModelViewProj c0       4
//   TexScroll     c4       1
//

    vs_3_0
	 def c201, .01, .15, 0.0625, .30
def c220, .84, 0, 0.0625, 1
def c222, 1, 2, 3, 4
    dcl_position v0
    dcl_texcoord v1
dcl_2d s0
dcl_position o0
dcl_texcoord o1.xy
dcl_texcoord2 o2.xy
    dp4 r3.x, c0, v0
    dp4 r3.y, c1, v0
    dp4 r3.z, c2, v0
    dp4 r3.w, c3, v0
    mad o1.xy, v1, c4.zwzw, c4
    mov o2.xy, v1
	mov r14.x, c250.y
	mov r15.x, c250.z
					mov r10.x, c201.x
  	if_eq r15.x, c222.x
	mov r10.x, c201.x
	endif
	  	if_eq r15.x, c222.y
		mov r10.x, c201.y
	endif
	  	if_eq r15.x, c222.z
		mov r10.x, c201.w
	endif
	if_eq r14.x, c220.w
	mov r10.x, c220.x
	endif
			if_eq r14.x, c222.y
	mov r10.x, c201.x
	endif
texldl r1, c220.z, s0
mul r1.x, r1.x, -r10.x// multiplicity Separation * c220.x 
add r3.x, r3.x, -r1.x// correct output vertex position 
mov o0, r3 // mov from temprary register to output 

// approximately 6 instruction slots used
 