//Character silhouette VS 1. But also Dracula aura after defeating him for the good ending.
// ---- Created with geo-11 v0.6.198 on Sat Oct 17 23:00:20 2026
cbuffer cb2 : register(b2)
{
  float4 cb2[9];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[7];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[80];
}




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


void main(
  float3 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float4 v2 : TANGENT0,
  float4 v3 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : INTERP0,
  out float4 o2 : INTERP1,
  out float4 o3 : INTERP2)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  
  r0.xyz = cb1[1].xyz * v0.yyy;
  r0.xyz = cb1[0].xyz * v0.xxx + r0.xyz;
  r0.xyz = cb1[2].xyz * v0.zzz + r0.xyz;
  r0.xyz = cb1[3].xyz + r0.xyz;
  r1.xyzw = cb0[77].xyzw * r0.yyyy;
  r1.xyzw = cb0[76].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb0[78].xyzw * r0.zzzz + r1.xyzw;
  o2.xyz = r0.xyz;
  o0.xyzw = cb0[79].xyzw + r1.xyzw;
  o1.xyzw = v3.xyzw;
  
  if (iniparams3.w==4) {
    o0.x+=stereo.x*stereo.y*cb0[76].x*0.06661398865;
    v3.x+=stereo.x*0.5;
  }
  
  //v3.x+=stereo.x*(1-stereo.y*0/o0.w)*0.5;
  
  r0.xy = v3.xy * cb2[8].zw + cb2[8].xy;
  o2.w = r0.x;
  o3.w = r0.y;
  r0.x = dot(v1.xyz, cb1[4].xyz);
  r0.y = dot(v1.xyz, cb1[5].xyz);
  r0.z = dot(v1.xyz, cb1[6].xyz);
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = max(1.17549435e-38, r0.w);
  r0.w = rsqrt(r0.w);
  o3.xyz = r0.xyz * r0.www;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Oct 17 23:00:20 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz
// NORMAL                   0   xyz         1     NONE   float   xyz
// TANGENT                  0   xyzw        2     NONE   float
// TEXCOORD                 0   xyzw        3     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// INTERP                   0   xyzw        1     NONE   float   xyzw
// INTERP                   1   xyzw        2     NONE   float   xyzw
// INTERP                   2   xyzw        3     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer CB0[80], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB2[9], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 2
mul r0.xyz, v0.yyyy, cb1[1].xyzx
mad r0.xyz, cb1[0].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb1[2].xyzx, v0.zzzz, r0.xyzx
add r0.xyz, r0.xyzx, cb1[3].xyzx
mul r1.xyzw, r0.yyyy, cb0[77].xyzw
mad r1.xyzw, cb0[76].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb0[78].xyzw, r0.zzzz, r1.xyzw
mov o2.xyz, r0.xyzx
add o0.xyzw, r1.xyzw, cb0[79].xyzw
mov o1.xyzw, v3.xyzw
mad r0.xy, v3.xyxx, cb2[8].zwzz, cb2[8].xyxx
mov o2.w, r0.x
mov o3.w, r0.y
dp3 r0.x, v1.xyzx, cb1[4].xyzx
dp3 r0.y, v1.xyzx, cb1[5].xyzx
dp3 r0.z, v1.xyzx, cb1[6].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
max r0.w, r0.w, l(1.175494351E-38)
rsq r0.w, r0.w
mul o3.xyz, r0.wwww, r0.xyzx
ret
// Approximately 0 instruction slots used

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