//halo
// ---- Created with 3Dmigoto v1.3.16 on Sun Apr 07 08:10:04 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);
  float4x4 g_DeferredLightClipToWorldMat : packoffset(c100);
}



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


void main(
  float3 v0 : POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float3 o3 : TEXCOORD2)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
float4 stereo = StereoParams.Load(0);
  r0.xyz = v0.xyz;
  r0.w = 1;
  r1.x = dot(r0.xyzw, g_DeferredLightClipToWorldMat._m00_m10_m20_m30);
  r1.y = dot(r0.xyzw, g_DeferredLightClipToWorldMat._m01_m11_m21_m31);
  r1.z = dot(r0.xyzw, g_DeferredLightClipToWorldMat._m02_m12_m22_m32);
  r1.w = dot(r0.xyzw, g_DeferredLightClipToWorldMat._m03_m13_m23_m33);



  r0.z = dot(r1.xyzw, g_WorldViewProj._m02_m12_m22_m32);
  r0.x = dot(r1.xyzw, g_WorldViewProj._m00_m10_m20_m30);
  r0.y = dot(r1.xyzw, g_WorldViewProj._m01_m11_m21_m31);
  r0.w = dot(r1.xyzw, g_WorldViewProj._m03_m13_m23_m33);
  

float4 r10;
r10.xyzw = r0.xyzw;
if(r0.w != 1.0000e+000)
{
  r0.x +=  stereo.x * (r0.w - stereo.y);
}




  o0.xyzw = r10.xyzw;
  o1.xyzw = r0.xyzw;
  r0.xy = r0.xy / r0.ww;
  r0.yzw = g_EyeYAxis.xyz * r0.yyy;
  r0.xyz = g_EyeXAxis.xyz * r0.xxx + r0.yzw;
  o2.xyz = g_EyeZAxis.xyz + r0.xyz;
  o3.xyz = g_EyeWorldPosition_Resolve.xyz;



  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.16 on Sun Apr 07 08:10:04 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 [unused]
//   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
//   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
//   float4 g_EyeYAxis;                 // Offset:  384 Size:    16
//   float4 g_EyeZAxis;                 // Offset:  400 Size:    16
//   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 [unused]
//   float4x4 g_WorldViewProj;          // Offset:  656 Size:    64
//   float4x4 g_WorldView;              // Offset:  720 Size:    64 [unused]
//   float4x4 g_World;                  // Offset:  784 Size:    64 [unused]
//   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 [unused]
//   float2 g_DeconstructionRanges;     // Offset: 1008 Size:     8 [unused]
//
//   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]
//   float4x4 g_DeferredLightClipToWorldMat;// Offset: 1600 Size:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz
// COLOR                    0   xyzw        1     NONE   float
// TEXCOORD                 0   xy          2     NONE   float
//
//
// 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   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[104], immediateIndexed
dcl_input v0.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyz
dcl_temps 2
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, cb0[100].xyzw
dp4 r1.y, r0.xyzw, cb0[101].xyzw
dp4 r1.z, r0.xyzw, cb0[102].xyzw
dp4 r1.w, r0.xyzw, cb0[103].xyzw
dp4 r0.z, r1.xyzw, cb0[43].xyzw
dp4 r0.x, r1.xyzw, cb0[41].xyzw
dp4 r0.y, r1.xyzw, cb0[42].xyzw
dp4 r0.w, r1.xyzw, cb0[44].xyzw
mov o0.xyzw, r0.xyzw
mov o1.xyzw, r0.xyzw
div r0.xy, r0.xyxx, r0.wwww
mul r0.yzw, r0.yyyy, cb0[24].xxyz
mad r0.xyz, cb0[23].xyzx, r0.xxxx, r0.yzwy
add o2.xyz, r0.xyzx, cb0[25].xyzx
mov o3.xyz, cb0[16].xyzx
ret
// Approximately 18 instruction slots used

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