//Some lighting to monoize in Notre Dame save point to the right of 4 tests.
// ---- Created with geo-11 v0.6.198 on Wed Oct 21 19:20:38 2026
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[17];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[132];
}




// 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,
  float4 v4 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : INTERP0,
  out float3 o2 : INTERP1)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = cb2[11].w * cb0[19].x;
  r0.y = cb2[12].x * cb0[19].x;
  r0.xy = v3.xy + r0.xy;
  r0.z = 0.0149999997 * cb2[12].y;
  r0.xy = r0.xy * r0.zz;
  r0.xyzw = t0.SampleLevel(s0_s, r0.xy, 0).xyzw;
  r0.x = r0.x * 1.20000005 + -0.200000003;
  r0.x = cb2[12].z * r0.x;
  r0.x = v4.z * r0.x;
  r0.y = 1 + -v4.w;
  r0.y = r0.x * r0.y;
  r0.x = r0.y * -2 + r0.x;
  r0.xyz = v1.xyz * r0.xxx + v0.xyz;
  r0.w = cmp(0 != cb2[16].x);
  r0.xyz = r0.www ? r0.xyz : v0.xyz;
  r1.xyz = cb1[1].xyz * r0.yyy;
  r0.xyw = cb1[0].xyz * r0.xxx + r1.xyz;
  r0.xyz = cb1[2].xyz * r0.zzz + r0.xyw;
  r0.xyz = cb1[3].xyz + r0.xyz;
  r1.xyz = cb0[131].xyz + -r0.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r0.xyz = r1.xyz * cb0[127].xxx + r0.xyz;
  r2.x = dot(v1.xyz, cb1[4].xyz);
  r2.y = dot(v1.xyz, cb1[5].xyz);
  r2.z = dot(v1.xyz, cb1[6].xyz);
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = max(1.17549435e-38, r0.w);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r0.w = saturate(dot(r1.xyz, r2.xyz));
  r0.w = 1 + -r0.w;
  r0.w = cb0[127].y * r0.w;
  r0.xyz = r2.xyz * r0.www + r0.xyz;
  o2.xyz = r2.xyz;
  r1.xyzw = cb0[77].xyzw * r0.yyyy;
  r1.xyzw = cb0[76].xyzw * r0.xxxx + r1.xyzw;
  r0.xyzw = cb0[78].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb0[79].xyzw + r0.xyzw;
  
  if (r0.w!=1.0) {
    r0.x-=stereo.x*(r0.w-stereo.y);
  }
  
  o0.z = min(1, r0.z);
  o0.xyw = r0.xyw;
  o1.xyzw = v3.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Wed Oct 21 19:20:38 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
// COLOR                    0   xyzw        4     NONE   float     zw
//
//
// 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   xyz         2     NONE   float   xyz
//
vs_4_0
dcl_constantbuffer CB0[132], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB2[17], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v3.xyzw
dcl_input v4.zw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_temps 3
mul r0.x, cb0[19].x, cb2[11].w
mul r0.y, cb0[19].x, cb2[12].x
add r0.xy, r0.xyxx, v3.xyxx
mul r0.z, cb2[12].y, l(0.015000)
mul r0.xy, r0.zzzz, r0.xyxx
sample_l r0.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.x, r0.x, l(1.200000), l(-0.200000)
mul r0.x, r0.x, cb2[12].z
mul r0.x, r0.x, v4.z
add r0.y, -v4.w, l(1.000000)
mul r0.y, r0.y, r0.x
mad r0.x, r0.y, l(-2.000000), r0.x
mad r0.xyz, v1.xyzx, r0.xxxx, v0.xyzx
ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb2[16].x
movc r0.xyz, r0.wwww, r0.xyzx, v0.xyzx
mul r1.xyz, r0.yyyy, cb1[1].xyzx
mad r0.xyw, cb1[0].xyxz, r0.xxxx, r1.xyxz
mad r0.xyz, cb1[2].xyzx, r0.zzzz, r0.xywx
add r0.xyz, r0.xyzx, cb1[3].xyzx
add r1.xyz, -r0.xyzx, cb0[131].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
mad r0.xyz, r1.xyzx, cb0[127].xxxx, r0.xyzx
dp3 r2.x, v1.xyzx, cb1[4].xyzx
dp3 r2.y, v1.xyzx, cb1[5].xyzx
dp3 r2.z, v1.xyzx, cb1[6].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
max r0.w, r0.w, l(1.175494351E-38)
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
dp3_sat r0.w, r1.xyzx, r2.xyzx
add r0.w, -r0.w, l(1.000000)
mul r0.w, r0.w, cb0[127].y
mad r0.xyz, r2.xyzx, r0.wwww, r0.xyzx
mov o2.xyz, r2.xyzx
mul r1.xyzw, r0.yyyy, cb0[77].xyzw
mad r1.xyzw, cb0[76].xyzw, r0.xxxx, r1.xyzw
mad r0.xyzw, cb0[78].xyzw, r0.zzzz, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[79].xyzw
min o0.z, r0.z, l(1.000000)
mov o0.xyw, r0.xyxw
mov o1.xyzw, v3.xyzw
ret
// Approximately 0 instruction slots used

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