//
// Generated by Microsoft (R) HLSL Shader Compiler 9.26.952.2844
//
// Parameters:
//
//   float4 CameraPosition;
//   float4 ShadowCoordinateScaleBias;
//   float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
//   Name                      Reg   Size
//   ------------------------- ----- ----
//   ViewProjectionMatrix      c0       4
//   CameraPosition            c4       1
//   ShadowCoordinateScaleBias c5       1
//

    vs_3_0
    def c6, 0.00784313772, -1, 0, 0
    def c220, 1, 0, 0.0625, 1
    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_color v8
    dcl_2d s0
    dcl_texcoord o0.xy
    dcl_texcoord1 o1.xy
    dcl_texcoord5 o2
    dcl_texcoord6 o3
    dcl_texcoord7 o4.xyz
    dcl_position o5
    mad o0.xy, v8, c5, c5.wzzw
    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.w, v4.z
    mov r1.x, v5.z
    mov r1.y, v6.z
    mov r1.z, v7.z
    dp4 r0.z, r1, v0
    mad r2.xyz, r0, -c4.w, c4
    mul r3, r0.y, c1
    mad r3, c0, r0.x, r3
    mad r0, c2, r0.z, r3
    mad r0, c3, v0.w, r0
    dp3 r3.x, r2, v5
    dp3 r3.y, r2, v6
    dp3 r3.z, r2, v7
    mad r2.xyz, v1, c6.x, c6.y
    dp3 o3.x, r2, r3
    mad r4, v2, c6.x, c6.y
    mul r5.xyz, r2.yzxw, r4.zxyw
    mad r5.xyz, r4.yzxw, r2.zxyw, -r5
    dp3 o4.x, r2, r1
    mul r2.xyz, r4.w, r5
    dp3 o3.y, r2, r3
    dp3 o4.y, r2, r1
    dp3 o4.z, r4, r1
    dp3 o3.z, r4, r3
    mov o1.xy, v3
    //mov o5, r0
    mov o3.w, c6.z
    texldl r11, c220.z, s0
		if_ne r0.w, c220.w
    add r11.y, r0.w, -r11.y
    mul r11.x, r11.x, r11.y
    add r0.x, r0.x, r11.x
	endif
    mov o2, r0

// approximately 39 instruction slots used
 