//puddle of mud

cbuffer PER_BATCH : register(b0)
{
  float4 DecalZFightingRemedy : packoffset(c0);
  row_major float4x4 mProjection : packoffset(c1);
}

cbuffer PER_INSTANCE : register(b1)
{
  row_major float3x4 ObjWorldMatrix : packoffset(c0);
  row_major float3x4 MotionBlurData : packoffset(c3);
}

cbuffer PER_FRAME : register(b2)
{
  row_major float4x4 g_VS_ViewProjMatr : packoffset(c0);
  float4 g_VS_WorldViewPos : packoffset(c6);
  float4 g_VS_AnimGenParams : packoffset(c8);
  row_major float4x4 g_VS_ViewProjZeroMatr : packoffset(c10);
  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,
  int2 v3 : TANGENT0,
  int2 v4 : BINORMAL0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float3 o5 : TEXCOORD4)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = (int4)v4.xyxy & int4(-2,-2,1,1);
  r0.zw = (uint2)r0.zw;
  r0.xy = (int2)r0.xy;
  r1.xy = float2(3.05185094e-005,3.05185094e-005) * r0.xy;
  r0.xy = r0.zw * float2(-2,1) + float2(1,0);
  r0.z = dot(r1.xy, -r1.xy);
  r0.z = saturate(1 + r0.z);
  r0.z = sqrt(r0.z);
  r0.x = r0.z * r0.x;
  r1.z = r0.x * r0.y;
  r2.xyzw = (int4)v3.xyxy & int4(-2,-2,1,1);
  r0.xz = (uint2)r2.zw;
  r2.xy = (int2)r2.xy;
  r2.xy = float2(3.05185094e-005,3.05185094e-005) * r2.xy;
  r0.xz = r0.xz * float2(-2,-2) + float2(1,1);
  r0.w = dot(r2.xy, -r2.xy);
  r0.w = saturate(1 + r0.w);
  r0.w = sqrt(r0.w);
  r0.x = r0.w * r0.x;
  r2.z = r0.x * r0.y;
  r0.xyw = r2.zxy * r1.yzx;
  r0.xyw = r2.yzx * r1.zxy + -r0.xyw;
  r1.w = dot(r0.xyw, r0.xyw);
  r1.w = rsqrt(r1.w);
  r0.xyw = r1.www * r0.xyw;
  r0.xyw = r0.xyw * r0.zzz;
  o2.w = r0.z;
  r3.xyz = r0.xyw * DecalZFightingRemedy.zzz + v0.xyz;
  r3.w = 1;
  r4.x = dot(ObjWorldMatrix._m00_m01_m02_m03, r3.xyzw);
  r4.y = dot(ObjWorldMatrix._m10_m11_m12_m13, r3.xyzw);
  r4.z = dot(ObjWorldMatrix._m20_m21_m22_m23, r3.xyzw);
  r4.w = 1;
  r3.x = dot(g_VS_ViewProjZeroMatr._m00_m01_m02_m03, r4.xyzw);
  r3.y = dot(g_VS_ViewProjZeroMatr._m10_m11_m12_m13, r4.xyzw);
  r3.z = dot(g_VS_ViewProjZeroMatr._m20_m21_m22_m23, r4.xyzw);
  r3.w = dot(g_VS_ViewProjZeroMatr._m30_m31_m32_m33, r4.xyzw);
  o5.xyz = r4.xyz;
  o0.xyzw = r3.xyzw * DecalZFightingRemedy.xxxx + DecalZFightingRemedy.wwyw;
  o1.xyzw = v1.xyxy;
  o2.x = dot(ObjWorldMatrix._m00_m01_m02, r2.xyz);
  o2.y = dot(ObjWorldMatrix._m10_m11_m12, r2.xyz);
  o2.z = dot(ObjWorldMatrix._m20_m21_m22, r2.xyz);
  o3.x = dot(ObjWorldMatrix._m00_m01_m02, r1.xyz);
  o3.y = dot(ObjWorldMatrix._m10_m11_m12, r1.xyz);
  o3.z = dot(ObjWorldMatrix._m20_m21_m22, r1.xyz);
  o3.w = 0;
  o4.x = dot(ObjWorldMatrix._m00_m01_m02, r0.xyw);
  o4.y = dot(ObjWorldMatrix._m10_m11_m12, r0.xyw);
  o4.z = dot(ObjWorldMatrix._m20_m21_m22, r0.xyw);
  o4.w = 0;


//tempfixed -- moves puddles somewhat into depth for beeing OK in most places -- BUT they are not completely in correct depth @ all
float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0);
o0.x += stereo.x*0.06 * stereo.y;


  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.2 on Sat Feb 17 13:55:23 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 DecalZFightingRemedy;       // Offset:    0 Size:    16
//   row_major float4x4 mProjection;    // Offset:   16 Size:    64 [unused]
//
// }
//
// cbuffer PER_INSTANCE
// {
//
//   row_major float3x4 ObjWorldMatrix; // Offset:    0 Size:    48
//   row_major float3x4 MotionBlurData; // Offset:   48 Size:    48 [unused]
//
// }
//
// cbuffer PER_FRAME
// {
//
//   row_major float4x4 g_VS_ViewProjMatr;// Offset:    0 Size:    64 [unused]
//   float4 g_VS_WorldViewPos;          // Offset:   96 Size:    16 [unused]
//   float4 g_VS_AnimGenParams;         // Offset:  128 Size:    16 [unused]
//   row_major float4x4 g_VS_ViewProjZeroMatr;// Offset:  160 Size:    64
//   float4 g_VS_HPosScale;             // Offset:  336 Size:    16 [unused]
//
// }
//
//
// 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   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float
// TANGENT                  0   xy          3     NONE     int   xy
// BINORMAL                 0   xy          4     NONE     int   xy
//
//
// 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
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyz         5     NONE   float   xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[1], immediateIndexed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v3.xy
dcl_input v4.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyz
dcl_temps 5
and r0.xyzw, v4.xyxy, l(-2, -2, 1, 1)
utof r0.zw, r0.zzzw
itof r0.xy, r0.xyxx
mul r1.xy, r0.xyxx, l(0.0000305185094, 0.0000305185094, 0.000000, 0.000000)
mad r0.xy, r0.zwzz, l(-2.000000, 1.000000, 0.000000, 0.000000), l(1.000000, 0.000000, 0.000000, 0.000000)
dp2 r0.z, r1.xyxx, -r1.xyxx
add_sat r0.z, r0.z, l(1.000000)
sqrt r0.z, r0.z
mul r0.x, r0.x, r0.z
mul r1.z, r0.y, r0.x
and r2.xyzw, v3.xyxy, l(-2, -2, 1, 1)
utof r0.xz, r2.zzwz
itof r2.xy, r2.xyxx
mul r2.xy, r2.xyxx, l(0.0000305185094, 0.0000305185094, 0.000000, 0.000000)
mad r0.xz, r0.xxzx, l(-2.000000, 0.000000, -2.000000, 0.000000), l(1.000000, 0.000000, 1.000000, 0.000000)
dp2 r0.w, r2.xyxx, -r2.xyxx
add_sat r0.w, r0.w, l(1.000000)
sqrt r0.w, r0.w
mul r0.x, r0.x, r0.w
mul r2.z, r0.y, r0.x
mul r0.xyw, r1.yzyx, r2.zxzy
mad r0.xyw, r2.yzyx, r1.zxzy, -r0.xyxw
dp3 r1.w, r0.xywx, r0.xywx
rsq r1.w, r1.w
mul r0.xyw, r0.xyxw, r1.wwww
mul r0.xyw, r0.zzzz, r0.xyxw
mov o2.w, r0.z
mad r3.xyz, r0.xywx, cb0[0].zzzz, v0.xyzx
mov r3.w, l(1.000000)
dp4 r4.x, cb1[0].xyzw, r3.xyzw
dp4 r4.y, cb1[1].xyzw, r3.xyzw
dp4 r4.z, cb1[2].xyzw, r3.xyzw
mov r4.w, l(1.000000)
dp4 r3.x, cb2[10].xyzw, r4.xyzw
dp4 r3.y, cb2[11].xyzw, r4.xyzw
dp4 r3.z, cb2[12].xyzw, r4.xyzw
dp4 r3.w, cb2[13].xyzw, r4.xyzw
mov o5.xyz, r4.xyzx
mad o0.xyzw, r3.xyzw, cb0[0].xxxx, cb0[0].wwyw
mov o1.xyzw, v1.xyxy
dp3 o2.x, cb1[0].xyzx, r2.xyzx
dp3 o2.y, cb1[1].xyzx, r2.xyzx
dp3 o2.z, cb1[2].xyzx, r2.xyzx
dp3 o3.x, cb1[0].xyzx, r1.xyzx
dp3 o3.y, cb1[1].xyzx, r1.xyzx
dp3 o3.z, cb1[2].xyzx, r1.xyzx
mov o3.w, l(0)
dp3 o4.x, cb1[0].xyzx, r0.xywx
dp3 o4.y, cb1[1].xyzx, r0.xywx
dp3 o4.z, cb1[2].xyzx, r0.xywx
mov o4.w, l(0)
ret
// Approximately 52 instruction slots used

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