//Lights
// ---- Created with 3Dmigoto v1.2.56 on Wed May 24 00:15:48 2017

cbuffer _Globals : register(b0)
{
  row_major float4x4 WorldViewMatrix : packoffset(c0);
}

cbuffer PerView : register(b12)
{
  row_major float4x4 global_View : packoffset(c0);
  row_major float4x4 global_Projection : packoffset(c4);
  row_major float4x4 global_ViewProjection : packoffset(c8);
  float4 global_ViewPos : packoffset(c12);
  float4 global_ViewInfo : packoffset(c13);
  float4 global_ScaleAndBias : packoffset(c14);
}



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


void main( 
  float3 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float3 v2 : TANGENT0,
  float3 v3 : BINORMAL0,
  float2 v4 : TEXCOORD0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TexCoord0,
  out float3 o2 : TexCoord1,
  out float3 o3 : TexCoord2,
out float4 o4 : TexCoord3)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = v0.xyz;
  r0.w = 1;
  r1.x = dot(WorldViewMatrix._m00_m01_m02_m03, r0.xyzw);
  r1.y = dot(WorldViewMatrix._m10_m11_m12_m13, r0.xyzw);
  r1.z = dot(WorldViewMatrix._m20_m21_m22_m23, r0.xyzw);
  r1.w = dot(WorldViewMatrix._m30_m31_m32_m33, r0.xyzw);
  o0.x = dot(global_Projection._m00_m01_m02_m03, r1.xyzw);
  o0.y = dot(global_Projection._m10_m11_m12_m13, r1.xyzw);
  o0.z = dot(global_Projection._m20_m21_m22_m23, r1.xyzw);
  o0.w = dot(global_Projection._m30_m31_m32_m33, r1.xyzw);
  o1.xyzw = r1.xyzw;
  
float4 s=StereoParams.Load(0);
r1.x += s.x*(r1.z-s.y)/global_Projection._m00;     //Makes shadows 2D

o4.xyzw = r1.xyzw;								//Use this in shader for dynamic lights around characters

  
  o2.x = WorldViewMatrix._m03;
  o2.y = WorldViewMatrix._m13;
  o2.z = WorldViewMatrix._m23;
  o3.x = WorldViewMatrix._m02;
  o3.y = WorldViewMatrix._m12;
  o3.z = WorldViewMatrix._m22;
  return;
}