//water related -- fixed

cbuffer PER_BATCH : register(b0)
{
  float4 cViewerColorToWaterPlane : packoffset(c0);
}

cbuffer PER_INSTANCE : register(b1)
{
  row_major float4x4 vpMatrix : packoffset(c0);
  row_major float3x4 ObjWorldMat : packoffset(c4);
}

cbuffer PER_FRAME : register(b2)
{
  float4 g_VS_HPosScale : packoffset(c21);
}



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


void main(
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float3 o2 : TEXCOORD1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = cmp(0 < cViewerColorToWaterPlane.x);
  r0.y = dot(vpMatrix._m20_m21_m22_m23, v0.xyzw);
  r1.w = dot(vpMatrix._m30_m31_m32_m33, v0.xyzw);
  o0.z = r0.x ? r0.y : r1.w;
  o1.z = r0.y;
  r1.x = dot(vpMatrix._m00_m01_m02_m03, v0.xyzw);
  r1.y = dot(vpMatrix._m10_m11_m12_m13, v0.xyzw);
  o0.xyw = r1.xyw;

//  Fix
  float4 stereo = StereoParams.Load(0);
  r1.x += stereo.x * (r1.w - stereo.y);

  r0.x = r1.x + r1.w;
  r0.z = -r1.y + r1.w;

float MUDDY = IniParams.Load(int2(4,0)).x;
if (MUDDY)
{
o0=0;
}
else
{

}

  o1.w = r1.w;
  r0.xy = g_VS_HPosScale.xy * r0.xz;
  o1.xy = float2(0.5,0.5) * r0.xy;
  o2.x = dot(ObjWorldMat._m00_m01_m02_m03, v0.xyzw);
  o2.y = dot(ObjWorldMat._m10_m11_m12_m13, v0.xyzw);
  o2.z = dot(ObjWorldMat._m20_m21_m22_m23, v0.xyzw);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.3 on Sat Feb 24 16:44:37 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 cViewerColorToWaterPlane;   // Offset:    0 Size:    16
//
// }
//
// cbuffer PER_INSTANCE
// {
//
//   row_major float4x4 vpMatrix;       // Offset:    0 Size:    64
//   row_major float3x4 ObjWorldMat;    // Offset:   64 Size:    48
//
// }
//
// cbuffer PER_FRAME
// {
//
//   float4 g_VS_HPosScale;             // Offset:  336 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// PER_BATCH                         cbuffer      NA          NA    0        1
// PER_INSTANCE                      cbuffer      NA          NA    1        1
// PER_FRAME                         cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float
// COLOR                    0   xyzw        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
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[1], immediateIndexed
dcl_constantbuffer cb1[7], immediateIndexed
dcl_constantbuffer cb2[22], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_temps 2
lt r0.x, l(0.000000), cb0[0].x
dp4 r0.y, cb1[2].xyzw, v0.xyzw
dp4 r1.w, cb1[3].xyzw, v0.xyzw
movc o0.z, r0.x, r0.y, r1.w
mov o1.z, r0.y
dp4 r1.x, cb1[0].xyzw, v0.xyzw
dp4 r1.y, cb1[1].xyzw, v0.xyzw
mov o0.xyw, r1.xyxw
add r0.x, r1.w, r1.x
add r0.z, r1.w, -r1.y
mov o1.w, r1.w
mul r0.xy, r0.xzxx, cb2[21].xyxx
mul o1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
dp4 o2.x, cb1[4].xyzw, v0.xyzw
dp4 o2.y, cb1[5].xyzw, v0.xyzw
dp4 o2.z, cb1[6].xyzw, v0.xyzw
ret
// Approximately 17 instruction slots used

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