// ---- Created with 3Dmigoto v1.3.16 on Sun Apr 07 09:56:52 2019

cbuffer _Globals : register(b0)
{
  float4 g_AmbientCube[6] : packoffset(c0);
  float4 g_LayeredSkyUserColor : packoffset(c6);
  float4 g_LayeredSkyUserColor1 : packoffset(c7);
  float4 g_LayeredSkyUserColor2 : packoffset(c8);
  float4 g_LayeredSkyUserColor3 : packoffset(c9);
  float4 g_LayeredSkyUserColor4 : packoffset(c10);
  float4 g_CurrentTime : packoffset(c11);
  float4 g_SunColor : packoffset(c12);
  float4 g_SunDirection : packoffset(c13);
  float4 RainUVScroll : packoffset(c14);
  float4 g_EyeWorldPosition : packoffset(c15);
  float4 g_EyeWorldPosition_Resolve : packoffset(c16);
  float4 g_RenderingReflections : packoffset(c17);
  float4 g_ClipPlane : packoffset(c18);
  float4x4 g_InverseView : packoffset(c19);
  float4 g_EyeXAxis : packoffset(c23);
  float4 g_EyeYAxis : packoffset(c24);
  float4 g_EyeZAxis : packoffset(c25);
  float4x4 g_TextureMatrix : packoffset(c26);
  float4 g_WorldEntityPosition : packoffset(c30);
  float4 g_EntityRandomSeed : packoffset(c31);
  float4 g_BoundingVolumeSize : packoffset(c32);
  float4 g_EntityToCameraDistance : packoffset(c33);
  float4 g_LODBlendFactor : packoffset(c34);
  float4 g_WeatherInfo : packoffset(c35);
  float4 g_FogParams2 : packoffset(c36);
  float4 g_FogParams1 : packoffset(c37);
  float4 g_MainPlayerPosition : packoffset(c38);
  float4 g_EyeDirection : packoffset(c39);
  float4 g_EyePosition : packoffset(c40);
  float4x4 g_WorldViewProj : packoffset(c41);
  float4x4 g_WorldView : packoffset(c45);
  float4x4 g_World : packoffset(c49);
  float4x4 g_WorldViewProjPrevFrame : packoffset(c53);
  float g_EntityVisualScaleFactor : packoffset(c57);
  float4 g_GlobalWindVS : packoffset(c58);
  float3 g_FogReferenceTranslation : packoffset(c59);
  float4 g_FogColor : packoffset(c60);
  float4 g_FogAlbedoExtinction : packoffset(c61);
  float4 g_DeconstructionEnabledDX11 : packoffset(c62);
  float2 g_DeconstructionRanges : packoffset(c63);

  struct
  {
    float4 m_PositionFar;
    float4 m_ColorFade;
  } g_OmniLights[4] : packoffset(c64);


  struct
  {
    float3 m_Direction;
    float4 m_Color;
  } g_DirectLights[2] : packoffset(c72);


  struct
  {
    float4 m_PositionFar;
    float4 m_ColorFade;
    float4 m_Direction;
    float4 m_ConeAngles;
  } g_SpotLights[2] : packoffset(c76);


  struct
  {
    float3 m_Direction;
    float4 m_Color;
    float3 m_SpecularDirection;
  } g_ShadowedDirect : packoffset(c84);

  float4 g_ProjWorldToLight[8] : packoffset(c87);
  float4 g_LightingIrradianceCoeffsR : packoffset(c95);
  float4 g_LightingIrradianceCoeffsG : packoffset(c96);
  float4 g_LightingIrradianceCoeffsB : packoffset(c97);
  float4 g_NumLights : packoffset(c98);
  float g_HasSunNG : packoffset(c99);
  float4 Niose3dAmplitude_9 : packoffset(c100);
  float Niose3dSpeed_10 : packoffset(c101);
  float Niose3dFrequency_11 : packoffset(c102);
}

cbuffer SkinningConstscb : register(b7)
{

  struct
  {
    float4 m_SkinConstants;
    float4 m_WrinkleArray[11];
  } g_SkinConsts : packoffset(c0);

}

cbuffer SkinMatricescb : register(b5)
{

  struct
  {
    float4x3 m_BoneMatrix[42];
  } g_BoneMatrixArray : packoffset(c0);

}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : POSITION0,
  uint4 v1 : NORMAL0,
  uint4 v2 : TANGENT0,
  uint4 v3 : BINORMAL0,
  float2 v4 : TEXCOORD0,
  uint4 v5 : BLENDINDICES0,
  float4 v6 : BLENDWEIGHT0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = Niose3dSpeed_10 * g_CurrentTime.x;
  r0.y = g_DeconstructionRanges.y + -g_DeconstructionRanges.x;
  r0.y = 1 / r0.y;
  r1.w = 1;
  r2.xyz = g_SkinConsts.m_SkinConstants.xxx * v0.xyz;
  r2.w = 1;
  r3.xyzw = (int4)v5.xyzw * int4(3,3,3,3);
  r4.x = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.y]._m00_m10_m20_m30);
  r4.y = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.y]._m01_m11_m21_m31);
  r4.z = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.y]._m02_m12_m22_m32);
  r4.xyz = v6.yyy * r4.xyz;
  r5.x = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.x]._m00_m10_m20_m30);
  r5.y = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.x]._m01_m11_m21_m31);
  r5.z = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.x]._m02_m12_m22_m32);
  r4.xyz = r5.xyz * v6.xxx + r4.xyz;
  r5.x = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.z]._m00_m10_m20_m30);
  r5.y = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.z]._m01_m11_m21_m31);
  r5.z = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.z]._m02_m12_m22_m32);
  r4.xyz = r5.xyz * v6.zzz + r4.xyz;
  r5.x = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.w]._m00_m10_m20_m30);
  r5.y = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.w]._m01_m11_m21_m31);
  r5.z = dot(r2.xyzw, g_BoneMatrixArray.m_BoneMatrix[v5.w]._m02_m12_m22_m32);
  r1.xyz = r5.xyz * v6.www + r4.xyz;
  r2.xyzw = -g_EyePosition.xyzw + r1.xyzw;
  r0.z = dot(r2.xyzw, r2.xyzw);
  r0.z = sqrt(r0.z);
  r0.z = -g_DeconstructionRanges.x + r0.z;
  r0.y = saturate(r0.z * r0.y);
  r0.z = r0.y * -2 + 3;
  r0.y = r0.y * r0.y;
  r0.y = r0.z * r0.y;
  r2.xy = float2(16,16) * v4.xy;
  r2.zw = float2(0,0);
  r4.xyz = r2.xyw + -r1.xyz;
  o2.xyzw = r2.xyzw;
  r0.yzw = r0.yyy * r4.xyz + r1.xyz;
  r1.w = cmp(0 != g_DeconstructionEnabledDX11.x);
  r1.xyz = r1.www ? r0.yzw : r1.xyz;
  r1.w = 1;
  r2.x = dot(r1.xyzw, g_World._m00_m10_m20_m30);
  r2.y = dot(r1.xyzw, g_World._m01_m11_m21_m31);
  r2.z = dot(r1.xyzw, g_World._m02_m12_m22_m32);
  r0.xyz = r2.xyz * Niose3dFrequency_11 + r0.xxx;
  r0.xyz = r0.xyz * float3(0.975000024,0.774999976,0.375) + float3(0.5,0.5,0.5);
  r0.xyz = frac(r0.xyz);
  r0.xyz = r0.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r2.xyz = abs(r0.xyz) * abs(r0.xyz);
  r0.xyz = -abs(r0.xyz) * float3(2,2,2) + float3(3,3,3);
  r0.xyz = r2.xyz * r0.xyz + float3(-0.5,-0.5,-0.5);
  r0.x = dot(float3(1,1,1), r0.xyz);
  r0.x = Niose3dAmplitude_9.w * r0.x;
  r0.x = max(-0.00999999978, r0.x);
  r0.x = v0.w * r0.x;
  r0.yzw = (uint3)v1.xyz;
  r0.yzw = float3(-127,-127,-127) + r0.yzw;
  r0.yzw = float3(0.00787401572,0.00787401572,0.00787401572) * r0.yzw;
  r2.x = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.y]._m00_m10_m20);
  r2.y = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.y]._m01_m11_m21);
  r2.z = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.y]._m02_m12_m22);
  r2.xyz = v6.yyy * r2.xyz;
  r4.x = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.x]._m00_m10_m20);
  r4.y = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.x]._m01_m11_m21);
  r4.z = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.x]._m02_m12_m22);
  r2.xyz = r4.xyz * v6.xxx + r2.xyz;
  r4.x = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.z]._m00_m10_m20);
  r4.y = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.z]._m01_m11_m21);
  r4.z = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.z]._m02_m12_m22);
  r2.xyz = r4.xyz * v6.zzz + r2.xyz;
  r3.x = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.w]._m00_m10_m20);
  r3.y = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.w]._m01_m11_m21);
  r3.z = dot(r0.yzw, g_BoneMatrixArray.m_BoneMatrix[v5.w]._m02_m12_m22);
  r0.yzw = r3.xyz * v6.www + r2.xyz;
  r1.w = dot(r0.yzw, r0.yzw);
  r1.w = rsqrt(r1.w);
  r0.yzw = r1.www * r0.yzw;
  r0.xyz = r0.yzw * r0.xxx + r1.xyz;
  r0.w = 1;
  r1.x = dot(r0.xyzw, g_WorldViewProj._m00_m10_m20_m30);
  r1.y = dot(r0.xyzw, g_WorldViewProj._m01_m11_m21_m31);
  r1.z = dot(r0.xyzw, g_WorldViewProj._m02_m12_m22_m32);
  r1.w = dot(r0.xyzw, g_WorldViewProj._m03_m13_m23_m33);
  o0.xyzw = r1.xyzw;
  o1.xyzw = r1.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.16 on Sun Apr 07 09:56:52 2019
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 g_AmbientCube[6];           // Offset:    0 Size:    96 [unused]
//   float4 g_LayeredSkyUserColor;      // Offset:   96 Size:    16 [unused]
//   float4 g_LayeredSkyUserColor1;     // Offset:  112 Size:    16 [unused]
//   float4 g_LayeredSkyUserColor2;     // Offset:  128 Size:    16 [unused]
//   float4 g_LayeredSkyUserColor3;     // Offset:  144 Size:    16 [unused]
//   float4 g_LayeredSkyUserColor4;     // Offset:  160 Size:    16 [unused]
//   float4 g_CurrentTime;              // Offset:  176 Size:    16
//   float4 g_SunColor;                 // Offset:  192 Size:    16 [unused]
//   float4 g_SunDirection;             // Offset:  208 Size:    16 [unused]
//   float4 RainUVScroll;               // Offset:  224 Size:    16 [unused]
//   float4 g_EyeWorldPosition;         // Offset:  240 Size:    16 [unused]
//   float4 g_EyeWorldPosition_Resolve; // Offset:  256 Size:    16 [unused]
//   float4 g_RenderingReflections;     // Offset:  272 Size:    16 [unused]
//   float4 g_ClipPlane;                // Offset:  288 Size:    16 [unused]
//   float4x4 g_InverseView;            // Offset:  304 Size:    64 [unused]
//   float4 g_EyeXAxis;                 // Offset:  368 Size:    16 [unused]
//   float4 g_EyeYAxis;                 // Offset:  384 Size:    16 [unused]
//   float4 g_EyeZAxis;                 // Offset:  400 Size:    16 [unused]
//   float4x4 g_TextureMatrix;          // Offset:  416 Size:    64 [unused]
//   float4 g_WorldEntityPosition;      // Offset:  480 Size:    16 [unused]
//   float4 g_EntityRandomSeed;         // Offset:  496 Size:    16 [unused]
//   float4 g_BoundingVolumeSize;       // Offset:  512 Size:    16 [unused]
//   float4 g_EntityToCameraDistance;   // Offset:  528 Size:    16 [unused]
//   float4 g_LODBlendFactor;           // Offset:  544 Size:    16 [unused]
//   float4 g_WeatherInfo;              // Offset:  560 Size:    16 [unused]
//   float4 g_FogParams2;               // Offset:  576 Size:    16 [unused]
//   float4 g_FogParams1;               // Offset:  592 Size:    16 [unused]
//   float4 g_MainPlayerPosition;       // Offset:  608 Size:    16 [unused]
//   float4 g_EyeDirection;             // Offset:  624 Size:    16 [unused]
//   float4 g_EyePosition;              // Offset:  640 Size:    16
//   float4x4 g_WorldViewProj;          // Offset:  656 Size:    64
//   float4x4 g_WorldView;              // Offset:  720 Size:    64 [unused]
//   float4x4 g_World;                  // Offset:  784 Size:    64
//   float4x4 g_WorldViewProjPrevFrame; // Offset:  848 Size:    64 [unused]
//   float g_EntityVisualScaleFactor;   // Offset:  912 Size:     4 [unused]
//   float4 g_GlobalWindVS;             // Offset:  928 Size:    16 [unused]
//   float3 g_FogReferenceTranslation;  // Offset:  944 Size:    12 [unused]
//   float4 g_FogColor;                 // Offset:  960 Size:    16 [unused]
//   float4 g_FogAlbedoExtinction;      // Offset:  976 Size:    16 [unused]
//   float4 g_DeconstructionEnabledDX11;// Offset:  992 Size:    16
//   float2 g_DeconstructionRanges;     // Offset: 1008 Size:     8
//
//   struct OmniLight
//   {
//
//       float4 m_PositionFar;          // Offset: 1024
//       float4 m_ColorFade;            // Offset: 1040
//
//   } g_OmniLights[4];                 // Offset: 1024 Size:   128 [unused]
//
//   struct DirectLight
//   {
//
//       float3 m_Direction;            // Offset: 1152
//       float4 m_Color;                // Offset: 1168
//
//   } g_DirectLights[2];               // Offset: 1152 Size:    64 [unused]
//
//   struct SpotLight
//   {
//
//       float4 m_PositionFar;          // Offset: 1216
//       float4 m_ColorFade;            // Offset: 1232
//       float4 m_Direction;            // Offset: 1248
//       float4 m_ConeAngles;           // Offset: 1264
//
//   } g_SpotLights[2];                 // Offset: 1216 Size:   128 [unused]
//
//   struct SunLight
//   {
//
//       float3 m_Direction;            // Offset: 1344
//       float4 m_Color;                // Offset: 1360
//       float3 m_SpecularDirection;    // Offset: 1376
//
//   } g_ShadowedDirect;                // Offset: 1344 Size:    44 [unused]
//   float4 g_ProjWorldToLight[8];      // Offset: 1392 Size:   128 [unused]
//   float4 g_LightingIrradianceCoeffsR;// Offset: 1520 Size:    16 [unused]
//   float4 g_LightingIrradianceCoeffsG;// Offset: 1536 Size:    16 [unused]
//   float4 g_LightingIrradianceCoeffsB;// Offset: 1552 Size:    16 [unused]
//   float4 g_NumLights;                // Offset: 1568 Size:    16 [unused]
//   float g_HasSunNG;                  // Offset: 1584 Size:     4 [unused]
//   float4 Niose3dAmplitude_9;         // Offset: 1600 Size:    16
//   float Niose3dSpeed_10;             // Offset: 1616 Size:     4
//   float Niose3dFrequency_11;         // Offset: 1632 Size:     4
//
// }
//
// cbuffer SkinningConstscb
// {
//
//   struct SkinningConsts
//   {
//
//       float4 m_SkinConstants;        // Offset:    0
//       float4 m_WrinkleArray[11];     // Offset:   16
//
//   } g_SkinConsts;                    // Offset:    0 Size:   192
//
// }
//
// cbuffer SkinMatricescb
// {
//
//   struct SkinMatrices
//   {
//
//       float4x3 m_BoneMatrix[42];     // Offset:    0
//
//   } g_BoneMatrixArray;               // Offset:    0 Size:  2016
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
// SkinMatricescb                    cbuffer      NA          NA    5        1
// SkinningConstscb                  cbuffer      NA          NA    7        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyzw        1     NONE    uint   xyz
// TANGENT                  0   xyzw        2     NONE    uint
// BINORMAL                 0   xyzw        3     NONE    uint
// TEXCOORD                 0   xy          4     NONE   float   xy
// BLENDINDICES             0   xyzw        5     NONE    uint   xyzw
// BLENDWEIGHT              0   xyzw        6     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[103], immediateIndexed
dcl_constantbuffer cb7[1], immediateIndexed
dcl_constantbuffer cb5[126], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v4.xy
dcl_input v5.xyzw
dcl_input v6.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 6
mul r0.x, cb0[11].x, cb0[101].x
add r0.y, -cb0[63].x, cb0[63].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mov r1.w, l(1.000000)
mul r2.xyz, v0.xyzx, cb7[0].xxxx
mov r2.w, l(1.000000)
imul null, r3.xyzw, v5.xyzw, l(3, 3, 3, 3)
dp4 r4.x, r2.xyzw, cb5[r3.y + 0].xyzw
dp4 r4.y, r2.xyzw, cb5[r3.y + 1].xyzw
dp4 r4.z, r2.xyzw, cb5[r3.y + 2].xyzw
mul r4.xyz, r4.xyzx, v6.yyyy
dp4 r5.x, r2.xyzw, cb5[r3.x + 0].xyzw
dp4 r5.y, r2.xyzw, cb5[r3.x + 1].xyzw
dp4 r5.z, r2.xyzw, cb5[r3.x + 2].xyzw
mad r4.xyz, r5.xyzx, v6.xxxx, r4.xyzx
dp4 r5.x, r2.xyzw, cb5[r3.z + 0].xyzw
dp4 r5.y, r2.xyzw, cb5[r3.z + 1].xyzw
dp4 r5.z, r2.xyzw, cb5[r3.z + 2].xyzw
mad r4.xyz, r5.xyzx, v6.zzzz, r4.xyzx
dp4 r5.x, r2.xyzw, cb5[r3.w + 0].xyzw
dp4 r5.y, r2.xyzw, cb5[r3.w + 1].xyzw
dp4 r5.z, r2.xyzw, cb5[r3.w + 2].xyzw
mad r1.xyz, r5.xyzx, v6.wwww, r4.xyzx
add r2.xyzw, r1.xyzw, -cb0[40].xyzw
dp4 r0.z, r2.xyzw, r2.xyzw
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[63].x
mul_sat r0.y, r0.y, r0.z
mad r0.z, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.z
mul r2.xy, v4.xyxx, l(16.000000, 16.000000, 0.000000, 0.000000)
mov r2.zw, l(0,0,0,0)
add r4.xyz, -r1.xyzx, r2.xywx
mov o2.xyzw, r2.xyzw
mad r0.yzw, r0.yyyy, r4.xxyz, r1.xxyz
ne r1.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[62].x
movc r1.xyz, r1.wwww, r0.yzwy, r1.xyzx
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb0[49].xyzw
dp4 r2.y, r1.xyzw, cb0[50].xyzw
dp4 r2.z, r1.xyzw, cb0[51].xyzw
mad r0.xyz, r2.xyzx, cb0[102].xxxx, r0.xxxx
mad r0.xyz, r0.xyzx, l(0.975000, 0.775000, 0.375000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
frc r0.xyz, r0.xyzx
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r2.xyz, |r0.xyzx|, |r0.xyzx|
mad r0.xyz, -|r0.xyzx|, l(2.000000, 2.000000, 2.000000, 0.000000), l(3.000000, 3.000000, 3.000000, 0.000000)
mad r0.xyz, r2.xyzx, r0.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
dp3 r0.x, l(1.000000, 1.000000, 1.000000, 0.000000), r0.xyzx
mul r0.x, r0.x, cb0[100].w
max r0.x, r0.x, l(-0.010000)
mul r0.x, r0.x, v0.w
utof r0.yzw, v1.xxyz
add r0.yzw, r0.yyzw, l(0.000000, -127.000000, -127.000000, -127.000000)
mul r0.yzw, r0.yyzw, l(0.000000, 0.00787401572, 0.00787401572, 0.00787401572)
dp3 r2.x, r0.yzwy, cb5[r3.y + 0].xyzx
dp3 r2.y, r0.yzwy, cb5[r3.y + 1].xyzx
dp3 r2.z, r0.yzwy, cb5[r3.y + 2].xyzx
mul r2.xyz, r2.xyzx, v6.yyyy
dp3 r4.x, r0.yzwy, cb5[r3.x + 0].xyzx
dp3 r4.y, r0.yzwy, cb5[r3.x + 1].xyzx
dp3 r4.z, r0.yzwy, cb5[r3.x + 2].xyzx
mad r2.xyz, r4.xyzx, v6.xxxx, r2.xyzx
dp3 r4.x, r0.yzwy, cb5[r3.z + 0].xyzx
dp3 r4.y, r0.yzwy, cb5[r3.z + 1].xyzx
dp3 r4.z, r0.yzwy, cb5[r3.z + 2].xyzx
mad r2.xyz, r4.xyzx, v6.zzzz, r2.xyzx
dp3 r3.x, r0.yzwy, cb5[r3.w + 0].xyzx
dp3 r3.y, r0.yzwy, cb5[r3.w + 1].xyzx
dp3 r3.z, r0.yzwy, cb5[r3.w + 2].xyzx
mad r0.yzw, r3.xxyz, v6.wwww, r2.xxyz
dp3 r1.w, r0.yzwy, r0.yzwy
rsq r1.w, r1.w
mul r0.yzw, r0.yyzw, r1.wwww
mad r0.xyz, r0.yzwy, r0.xxxx, r1.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, cb0[41].xyzw
dp4 r1.y, r0.xyzw, cb0[42].xyzw
dp4 r1.z, r0.xyzw, cb0[43].xyzw
dp4 r1.w, r0.xyzw, cb0[44].xyzw
mov o0.xyzw, r1.xyzw
mov o1.xyzw, r1.xyzw
ret
// Approximately 84 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
