//Castlevania Dracula X haloing VS.
// ---- Created with 3Dmigoto v1.3.11 on Sat Sep 01 17:52:30 2018

cbuffer base : register(b0)
{
  float4x4 u_proj : packoffset(c0);
  float4x4 u_proj_through : packoffset(c4);
  float4x3 u_view : packoffset(c8);
  float4x3 u_world : packoffset(c11);
  float4x3 u_tex : packoffset(c14);
  float4 u_uvscaleoffset : packoffset(c17);
  float4 u_depthRange : packoffset(c18);
  float2 u_fogcoef : packoffset(c19);
  float u_stencilReplaceValue : packoffset(c19.z);
  float4 u_matambientalpha : packoffset(c20);
  uint u_spline_counts : packoffset(c21);
  uint u_depal_mask_shift_off_fmt : packoffset(c21.y);
  int pad2 : packoffset(c21.z);
  int pad3 : packoffset(c21.w);
  float3 u_fogcolor : packoffset(c22);
  float3 u_texenv : packoffset(c23);
  uint4 u_alphacolorref : packoffset(c24);
  uint4 u_alphacolormask : packoffset(c25);
  float3 u_blendFixA : packoffset(c26);
  float3 u_blendFixB : packoffset(c27);
  float4 u_texclamp : packoffset(c28);
  float2 u_texclampoff : packoffset(c29);
}



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


void main(
  float2 v0 : TEXCOORD0,
  float4 v1 : COLOR0,
  float3 v2 : POSITION0,
  out float3 o0 : TEXCOORD0,
  out float4 o1 : COLOR0,
  out float4 o2 : SV_Position0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  float4 stereo = StereoParams.Load(0);
  
  
  o0.xy = u_uvscaleoffset.xy * v0.xy;
  o0.z = 0;
  o0.x+=stereo.x*0.235+stereo.x*stereo.y*0.1175/v2.z;
  o1.xyzw = v1.xyzw;
  r0.w = 1;
  r1.xyz = v2.xyz;
  r1.w = 1;
  r0.x = dot(r1.xyzw, u_world._m00_m10_m20_m30);
  r0.y = dot(r1.xyzw, u_world._m01_m11_m21_m31);
  r0.z = dot(r1.xyzw, u_world._m02_m12_m22_m32);
  r1.x = dot(r0.xyzw, u_view._m01_m11_m21_m31);
  r1.xyzw = u_proj._m01_m11_m21_m31 * r1.xxxx;
  r2.x = dot(r0.xyzw, u_view._m00_m10_m20_m30);
  r0.x = dot(r0.xyzw, u_view._m02_m12_m22_m32);
  r1.xyzw = u_proj._m00_m10_m20_m30 * r2.xxxx + r1.xyzw;
  r0.xyzw = u_proj._m02_m12_m22_m32 * r0.xxxx + r1.xyzw;
  o2.xyzw = u_proj._m03_m13_m23_m33 + r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v1.3.11 on Sat Sep 01 17:52:30 2018
//
//
// Buffer Definitions:
//
// cbuffer base
// {
//
//   float4x4 u_proj;                   // Offset:    0 Size:    64
//   float4x4 u_proj_through;           // Offset:   64 Size:    64 [unused]
//   float4x3 u_view;                   // Offset:  128 Size:    48
//   float4x3 u_world;                  // Offset:  176 Size:    48
//   float4x3 u_tex;                    // Offset:  224 Size:    48 [unused]
//   float4 u_uvscaleoffset;            // Offset:  272 Size:    16
//   float4 u_depthRange;               // Offset:  288 Size:    16 [unused]
//   float2 u_fogcoef;                  // Offset:  304 Size:     8 [unused]
//   float u_stencilReplaceValue;       // Offset:  312 Size:     4 [unused]
//   float4 u_matambientalpha;          // Offset:  320 Size:    16 [unused]
//   uint u_spline_counts;              // Offset:  336 Size:     4 [unused]
//   uint u_depal_mask_shift_off_fmt;   // Offset:  340 Size:     4 [unused]
//   int pad2;                          // Offset:  344 Size:     4 [unused]
//   int pad3;                          // Offset:  348 Size:     4 [unused]
//   float3 u_fogcolor;                 // Offset:  352 Size:    12 [unused]
//   float3 u_texenv;                   // Offset:  368 Size:    12 [unused]
//   uint4 u_alphacolorref;             // Offset:  384 Size:    16 [unused]
//   uint4 u_alphacolormask;            // Offset:  400 Size:    16 [unused]
//   float3 u_blendFixA;                // Offset:  416 Size:    12 [unused]
//   float3 u_blendFixB;                // Offset:  432 Size:    12 [unused]
//   float4 u_texclamp;                 // Offset:  448 Size:    16 [unused]
//   float2 u_texclampoff;              // Offset:  464 Size:     8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// base                              cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// POSITION                 0   xyz         2     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyz         0     NONE   float   xyz
// COLOR                    0   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2      POS   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[18], immediateIndexed
dcl_input v0.xy
dcl_input v1.xyzw
dcl_input v2.xyz
dcl_output o0.xyz
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 3
mul o0.xy, v0.xyxx, cb0[17].xyxx
mov o0.z, l(0)
mov o1.xyzw, v1.xyzw
mov r0.w, l(1.000000)
mov r1.xyz, v2.xyzx
mov r1.w, l(1.000000)
dp4 r0.x, r1.xyzw, cb0[11].xyzw
dp4 r0.y, r1.xyzw, cb0[12].xyzw
dp4 r0.z, r1.xyzw, cb0[13].xyzw
dp4 r1.x, r0.xyzw, cb0[9].xyzw
mul r1.xyzw, r1.xxxx, cb0[1].xyzw
dp4 r2.x, r0.xyzw, cb0[8].xyzw
dp4 r0.x, r0.xyzw, cb0[10].xyzw
mad r1.xyzw, cb0[0].xyzw, r2.xxxx, r1.xyzw
mad r0.xyzw, cb0[2].xyzw, r0.xxxx, r1.xyzw
add o2.xyzw, r0.xyzw, cb0[3].xyzw
ret
// Approximately 17 instruction slots used

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