//Specular VS 1. Puddles.
// ---- Created with geo-11 v0.6.198 on Fri Aug 29 21:17:42 2025
cbuffer cb4 : register(b4)
{
  float4 cb4[276];
}




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


void main(
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  float4 v3 : BLENDINDICES0,
  float4 v4 : BLENDWEIGHT0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD8,
  out float4 o2 : COLOR0,
  out float4 o3 : COLOR1,
  out float4 o4 : TEXCOORD9,
  out float4 o5 : TEXCOORD0,
  out float4 o6 : TEXCOORD1,
  out float4 o7 : TEXCOORD2,
  out float4 o8 : TEXCOORD3,
  out float4 o9 : TEXCOORD4,
  out float4 o10 : TEXCOORD5,
  out float4 o11 : TEXCOORD6,
  out float4 o12 : TEXCOORD7)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r2.xyz = frac(v3.xyz);
  r2.xyz = v3.xyz + -r2.xyz;
  r2.xyz = float3(4,4,4) * r2.xyz;
  r1.xyz = round(r2.xyz);
  r1.xyz = (int3)r1.xyz;
  r3.xyzw = cb4[r1.x+110].xyzw * v4.xxxx;
  r2.xyzw = v0.xyzx * float4(1,1,1,0) + float4(0,0,0,1);
  r5.xyz = cmp(v3.xyz >= float3(0,0,0));
  r4.xyz = r5.xyz ? float3(1,1,1) : 0;
  r5.x = dot(r2.xyzw, r3.xyzw);
  r6.xyzw = cb4[r1.x+111].xyzw * v4.xxxx;
  r3.xyzw = cb4[r1.x+112].xyzw * v4.xxxx;
  r5.y = dot(r2.xyzw, r6.xyzw);
  r5.z = dot(r2.xyzw, r3.xyzw);
  r8.xyz = r5.xyz + -v0.xyz;
  r7.xyz = r4.xxx * r8.xyz + v0.xyz;
  r3.xyzw = cb4[r1.y+110].xyzw * v4.yyyy;
  r6.x = dot(r2.xyzw, r3.xyzw);
  r3.xyzw = cb4[r1.y+111].xyzw * v4.yyyy;
  r6.y = dot(r2.xyzw, r3.xyzw);
  r3.xyzw = cb4[r1.y+112].xyzw * v4.yyyy;
  r6.z = dot(r2.xyzw, r3.xyzw);
  r3.xyzw = cb4[r1.z+110].xyzw * v4.zzzz;
  r5.xyz = r4.yyy * r6.xyz + r7.xyz;
  r7.x = dot(r2.xyzw, r3.xyzw);
  r6.xyzw = cb4[r1.z+111].xyzw * v4.zzzz;
  r3.xyzw = cb4[r1.z+112].xyzw * v4.zzzz;
  r7.y = dot(r2.xyzw, r6.xyzw);
  r7.z = dot(r2.xyzw, r3.xyzw);
  r2.xyz = r4.zzz * r7.xyz + r5.xyz;
  r2.w = 1;
  r0.z = dot(r2.xyzw, cb4[22].xyzw);
  r3.x = dot(r2.xyzw, cb4[20].xyzw);
  r3.y = dot(r2.xyzw, cb4[21].xyzw);
  r3.w = dot(r2.xyzw, cb4[23].xyzw);
  o2.xyzw = cb4[29].xyzw * v2.xyzw;
  r0.xyw = r3.xyw;
  o5.xyz = r3.xyw;
  o3.xyzw = cb4[30].xyzw;
  o5.w = cb4[25].x;
  o6.xy = cb4[26].xy;
  r3.w = cb4[28].y + v1.y;
  r2.w = -cb4[28].x + v1.x;
  r2.z = cb4[28].w * r3.w;
  r2.y = cb4[28].z;
  r2.y = r2.w * r2.y + cb4[24].x;
  r2.x = cb4[28].z * r2.w;
  r2.w = cb4[27].x;
  o7.xy = r2.yz;
  o8.xyz = r2.xzw;
  o0.xyzw = r0.xyzw;
  o1.xyzw = r0.xyzw;
  o4.xyzw = float4(1,0,0,0);
  o6.zw = float2(0,1);
  o7.zw = float2(0,1);
  o8.w = 1;
  o9.xyzw = float4(0,0,0,1);
  o10.xyzw = float4(0,0,0,1);
  o11.xyzw = float4(0,0,0,1);
  o12.xyzw = float4(0,0,0,1);
  o5.x-=stereo.x*stereo.y;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Fri Aug 29 21:17:42 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
// BLENDINDICES             0   xyzw        3     NONE   float   xyz
// BLENDWEIGHT              0   xyzw        4     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 8   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyzw
// COLOR                    1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 9   xyzw        4     NONE   float   xyzw
// TEXCOORD                 0   xyzw        5     NONE   float   xyzw
// TEXCOORD                 1   xyzw        6     NONE   float   xyzw
// TEXCOORD                 2   xyzw        7     NONE   float   xyzw
// TEXCOORD                 3   xyzw        8     NONE   float   xyzw
// TEXCOORD                 4   xyzw        9     NONE   float   xyzw
// TEXCOORD                 5   xyzw       10     NONE   float   xyzw
// TEXCOORD                 6   xyzw       11     NONE   float   xyzw
// TEXCOORD                 7   xyzw       12     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB4[276], dynamicIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_input v3.xyz
dcl_input v4.xyz
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.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_output o10.xyzw
dcl_output o11.xyzw
dcl_output o12.xyzw
dcl_temps 9
frc r2.xyz, v3.xyzw
add r2.xyz, -r2.xyzw, v3.xyzw
mul r2.xyz, r2.xyzw, l(4.000000, 4.000000, 4.000000, 4.000000)
round_ne r1.xyz, r2.xyzw
ftoi r1.xyz, r1.xyzw
mul r3.xyzw, v4.xxxx, cb4[r1.x + 110].xyzw
mad r2.xyzw, v0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000), l(0.000000, 0.000000, 0.000000, 1.000000)
ge r5.xyz, v3.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
and r4.xyz, r5.xyzx, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
dp4 r5.x, r2.xyzw, r3.xyzw
mul r6.xyzw, v4.xxxx, cb4[r1.x + 111].xyzw
mul r3.xyzw, v4.xxxx, cb4[r1.x + 112].xyzw
dp4 r5.y, r2.xyzw, r6.xyzw
dp4 r5.z, r2.xyzw, r3.xyzw
add r8.xyz, -v0.xyzw, r5.xyzw
mad r7.xyz, r4.xxxx, r8.xyzx, v0.xyzw
mul r3.xyzw, v4.yyyy, cb4[r1.y + 110].xyzw
dp4 r6.x, r2.xyzw, r3.xyzw
mul r3.xyzw, v4.yyyy, cb4[r1.y + 111].xyzw
dp4 r6.y, r2.xyzw, r3.xyzw
mul r3.xyzw, v4.yyyy, cb4[r1.y + 112].xyzw
dp4 r6.z, r2.xyzw, r3.xyzw
mul r3.xyzw, v4.zzzz, cb4[r1.z + 110].xyzw
mad r5.xyz, r4.yyyy, r6.xyzw, r7.xyzw
dp4 r7.x, r2.xyzw, r3.xyzw
mul r6.xyzw, v4.zzzz, cb4[r1.z + 111].xyzw
mul r3.xyzw, v4.zzzz, cb4[r1.z + 112].xyzw
dp4 r7.y, r2.xyzw, r6.xyzw
dp4 r7.z, r2.xyzw, r3.xyzw
mad r2.xyz, r4.zzzz, r7.xyzw, r5.xyzw
mov r2.w, l(1.000000,1.000000,1.000000,1.000000)
dp4 r0.z, r2.xyzw, cb4[22].xyzw
dp4 r3.x, r2.xyzw, cb4[20].xyzw
dp4 r3.y, r2.xyzw, cb4[21].xyzw
dp4 r3.w, r2.xyzw, cb4[23].xyzw
mul o2.xyzw, v2.xyzw, cb4[29].xyzw
mov r0.xyw, r3.xyzw
mov o5.xyz, r3.xyww
mov o3.xyzw, cb4[30].xyzw
mov o5.w, cb4[25].xxxx
mov o6.xy, cb4[26].xyzw
add r3.w, v1.yyyy, cb4[28].yyyy
add r2.w, v1.xxxx, -cb4[28].xxxx
mul r2.z, r3.wwww, cb4[28].wwww
mov r2.y, cb4[28].zzzz
mad r2.y, r2.wwww, r2.yyyy, cb4[24].xxxx
mul r2.x, r2.wwww, cb4[28].zzzz
mov r2.w, cb4[27].xxxx
mov o7.xy, r2.yzzw
mov o8.xyz, r2.xzww
mov o0.xyzw, r0.xyzw
mov o1.xyzw, r0.xyzw
mov o4.xyzw, l(1.000000,0,0,0)
mov o6.zw, l(0,0,0,1.000000)
mov o7.zw, l(0,0,0,1.000000)
mov o8.w, l(0,0,0,1.000000)
mov o9.xyzw, l(0,0,0,1.000000)
mov o10.xyzw, l(0,0,0,1.000000)
mov o11.xyzw, l(0,0,0,1.000000)
mov o12.xyzw, l(0,0,0,1.000000)
ret
// Approximately 0 instruction slots used

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