// ---- Created with 3Dmigoto v1.3.6 on Mon Sep 03 18:05:11 2018

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,
  float4 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;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   row_major float4x4 WorldViewMatrix;// Offset:    0 Size:    64
//
// }
//
// cbuffer PerView
// {
//
//   row_major float4x4 global_View;    // Offset:    0 Size:    64 [unused]
//   row_major float4x4 global_Projection;// Offset:   64 Size:    64
//   row_major float4x4 global_ViewProjection;// Offset:  128 Size:    64 [unused]
//   float4 global_ViewPos;             // Offset:  192 Size:    16 [unused]
//   float4 global_ViewInfo;            // Offset:  208 Size:    16 [unused]
//   float4 global_ScaleAndBias;        // Offset:  224 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
// PerView                           cbuffer      NA          NA   12        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz 
// NORMAL                   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_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb12[8], 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, cb0[0].xyzw, r0.xyzw
dp4 r1.y, cb0[1].xyzw, r0.xyzw
dp4 r1.z, cb0[2].xyzw, r0.xyzw
dp4 r1.w, cb0[3].xyzw, r0.xyzw
dp4 o0.x, cb12[4].xyzw, r1.xyzw
dp4 o0.y, cb12[5].xyzw, r1.xyzw
dp4 o0.z, cb12[6].xyzw, r1.xyzw
dp4 o0.w, cb12[7].xyzw, r1.xyzw
mov o1.xyzw, r1.xyzw
mov o2.x, cb0[0].w
mov o2.y, cb0[1].w
mov o2.z, cb0[2].w
mov o3.x, cb0[0].z
mov o3.y, cb0[1].z
mov o3.z, cb0[2].z
ret 
// Approximately 18 instruction slots used

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