//Lens flares VS (like sun position VS).
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun May 23 17:02:06 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xy          0     NONE   float
// ATTRIBUTE                1   xy          1     NONE   float   xy
// SV_InstanceID            0   x           2   INSTID    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xy          2     NONE   float   xy
// TEXCOORD                 2   xy          3     NONE   float   xy
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[3], immediateIndexed
dcl_constantbuffer cb1[53], immediateIndexed
dcl_constantbuffer cb2[18], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v1.xy
dcl_input_sgv v2.x, instance_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xy
dcl_output o3.xy
dcl_temps 40
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw
mul r0.xyz, cb0[0].yyyy, cb1[1].xywx
mad r0.xyz, cb0[0].xxxx, cb1[0].xywx, r0.xyzx
mad r0.xyz, cb0[0].zzzz, cb1[2].xywx, r0.xyzx
add r0.xyz, r0.xyzx, cb1[3].xywx
div r0.xy, r0.xyxx, r0.zzzz
mad r0.xy, r0.xyxx, cb1[52].xyxx, cb1[52].wzww
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r0.x, |r0.xyxx|, |r0.xyxx|
mul r0.x, r0.x, cb2[17].y
max r0.x, r0.x, l(1.000000)
mul r0.xy, r0.xxxx, cb2[15].xyxx
dp3 r0.z, cb0[0].xyzx, cb0[0].xyzx
sqrt r0.z, r0.z
add r0.z, r0.z, l(1.000000)
div r0.z, l(100.000000), r0.z
sqrt r0.z, r0.z
mul r0.xy, r0.zzzz, r0.xyxx
mul r0.xy, r0.xyxx, v1.xyxx
add r0.z, cb0[1].y, cb0[1].x
mul r0.z, r0.z, cb2[16].y
add r1.xy, cb0[2].xyxx, l(-1.000000, 0.500000, 0.000000, 0.000000)
max r0.w, r1.x, l(1.000000)
utof r1.z, v2.x
div r0.w, r1.z, r0.w
add r0.w, r0.w, l(-0.500000)
div r1.xw, r1.yyyz, cb0[2].zzzx
mov o3.x, r1.z
mad r0.z, r0.w, r0.z, r1.w
frc r0.z, r0.z
mul r0.z, r0.z, l(6.28318548)
sincos r2.x, r3.x, r0.z
mov r4.z, r2.x
mov r4.y, r3.x
mov r4.x, -r2.x
dp2 r2.x, r0.yxyy, r4.xyxx
dp2 r0.x, r0.yxyy, r4.yzyy
mul r2.y, r0.x, cb0[2].w
mad r0.xy, cb0[1].xyxx, cb2[12].xyxx, r2.xyxx
mov r1.y, l(0.500000)
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r1.xyxx, t0.xywz, s0, l(3.000000)
lt r0.z, l(0.000000), r0.z
and r0.z, r0.z, l(0x3f800000)
mul r10.xy, r0.zzzz, r0.xyxx

add r10.x, r25.x, r10.x

mov o0.xy, r10.xyxx
mov o0.zw, l(0,0,0,1.000000)
mov o1.xy, v1.xyxx
mov o2.xy, cb0[1].xyxx
mov o3.y, cb0[2].x
ret
// Approximately 0 instruction slots used
