//Enemies appearing from the ground waves to stereoize.
// ---- Created with 3Dmigoto v1.3.16 on Sun Oct  3 18:15:16 2021
//
//cbuffer vblock : register(b0)
//{
//  float4 modelmatrixx : packoffset(c0);
//  float4 modelmatrixy : packoffset(c1);
//  float4 modelmatrixz : packoffset(c2);
//  float4 particlevsparm0 : packoffset(c3);
//  float4 viewmatrixz : packoffset(c4);
//  float4 projectionmatrixz : packoffset(c5);
//  float4 mvpmatrixx : packoffset(c6);
//  float4 mvpmatrixy : packoffset(c7);
//  float4 mvpmatrixw : packoffset(c8);
//  float4 mvpmatrixz : packoffset(c9);
//  float4 vfxgenericparam4 : packoffset(c10);
//  float4 vfxgenericparam7 : packoffset(c11);
//  float4 vfxdynamicvpparam0 : packoffset(c12);
//  float4 vfxdynamicvpparam1 : packoffset(c13);
//  float4 globalvieworigin : packoffset(c14);
//  float4 fogdistanceparam : packoffset(c15);
//  float4 fogcolorpacked : packoffset(c16);
//  float4 projectionmatrixx : packoffset(c17);
//}
//
//
//
//// 3Dmigoto declarations
//#define cmp -
//Texture1D<float4> IniParams : register(t120);
//Texture2D<float4> StereoParams : register(t125);
//
//
//void main(
//  float4 v0 : POSITION0,
//  out float4 o0 : COLOR0,
//  out float4 o1 : TEXCOORD0,
//  out float4 o2 : TEXCOORD1,
//  out float4 o3 : SV_Position0)
//{
//  float4 r0,r1,r2,r3,r4;
//  uint4 bitmask, uiDest;
//  float4 fDest;
//
//  r0.x = dot(v0.xyzw, modelmatrixx.xyzw);
//  r0.y = dot(v0.xyzw, modelmatrixy.xyzw);
//  r0.z = dot(v0.xyzw, modelmatrixz.xyzw);
//  r1.x = cmp(particlevsparm0.x != 0.000000);
//  r0.w = 1;
//  r2.x = dot(r0.xyzw, viewmatrixz.xyzw);
//  r1.y = particlevsparm0.x + r2.x;
//  r1.y = r2.x * r1.y;
//  r1.y = particlevsparm0.x / r1.y;
//  r1.y = particlevsparm0.y * r1.y;
//  r1.z = cmp(r2.x == 0.000000);
//  r1.y = r1.z ? -0 : -r1.y;
//  r3.x = projectionmatrixz.z + r1.y;
//  r4.x = dot(r0.xyzw, mvpmatrixx.xyzw);
//  r4.y = dot(r0.xyzw, mvpmatrixy.xyzw);
//  r2.y = 1;
//  r3.y = projectionmatrixz.w;
//  r4.z = dot(r2.xy, r3.xy);
//  r4.w = dot(r0.xyzw, mvpmatrixw.xyzw);
//  r0.x = dot(v0.xyzw, mvpmatrixx.xyzw);
//  r0.y = dot(v0.xyzw, mvpmatrixy.xyzw);
//  r0.z = dot(v0.xyzw, mvpmatrixz.xyzw);
//  r0.w = dot(v0.xyzw, mvpmatrixw.xyzw);
//  r0.xyzw = r1.xxxx ? r4.xyzw : r0.xyzw;
//  r1.xyz = vfxgenericparam7.yyy * vfxgenericparam4.xyz;
//  r2.xyz = float3(6,6,6) * r1.xyz;
//  r1.w = cmp(0 < vfxgenericparam7.z);
//  r1.xyz = r1.xyz * float3(6,6,6) + float3(9.99999975e-06,9.99999975e-06,9.99999975e-06);
//  r1.xyz = max(float3(0,0,0), r1.xyz);
//  r1.xyz = log2(r1.xyz);
//  r1.xyz = float3(2.20000005,2.20000005,2.20000005) * r1.xyz;
//  r1.xyz = exp2(r1.xyz);
//  r1.xyz = r1.www ? r1.xyz : r2.xyz;
//  r1.w = cmp(0.899999976 < vfxdynamicvpparam0.z);
//  if (r1.w != 0) {
//    r1.w = max(r1.x, r1.y);
//    r1.w = max(r1.w, r1.z);
//    r2.x = cmp(0 < vfxdynamicvpparam0.y);
//    r2.y = cmp(vfxdynamicvpparam0.y < 1);
//    r2.x = r2.y ? r2.x : 0;
//    r2.y = cmp(r1.w >= vfxdynamicvpparam0.y);
//    r2.z = 1 + -vfxdynamicvpparam0.y;
//    r2.z = vfxdynamicvpparam0.x / r2.z;
//    r1.w = -vfxdynamicvpparam0.y + r1.w;
//    r1.w = r2.z * r1.w;
//    r1.w = r2.y ? r1.w : 0;
//    r1.w = r2.x ? r1.w : vfxdynamicvpparam0.x;
//    r1.xyz = r1.xyz * r1.www;
//  }
//  r1.w = max(r1.x, r1.y);
//  r1.w = max(r1.w, r1.z);
//  r2.x = cmp(0 < r1.w);
//  r2.yzw = r1.xyz / r1.www;
//  o0.xyz = r2.xxx ? r2.yzw : r1.xyz;
//  r1.x = 10 * projectionmatrixx.x;
//  r1.x = r1.x / r0.w;
//  o1.y = min(1, abs(r1.x));
//  o0.w = vfxgenericparam4.w;
//  o1.x = vfxgenericparam7.x;
//  o1.w = 0;
//  o1.z = r1.w;
//  o2.xyzw = r0.xyzw;
//  o3.xyzw = r0.xyzw;
//  return;
//}
//
///*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.16 on Sun Oct  3 18:15:16 2021
//
//
// Buffer Definitions:
//
// cbuffer vblock
// {
//
//   float4 modelmatrixx;               // Offset:    0 Size:    16
//   float4 modelmatrixy;               // Offset:   16 Size:    16
//   float4 modelmatrixz;               // Offset:   32 Size:    16
//   float4 particlevsparm0;            // Offset:   48 Size:    16
//   float4 viewmatrixz;                // Offset:   64 Size:    16
//   float4 projectionmatrixz;          // Offset:   80 Size:    16
//   float4 mvpmatrixx;                 // Offset:   96 Size:    16
//   float4 mvpmatrixy;                 // Offset:  112 Size:    16
//   float4 mvpmatrixw;                 // Offset:  128 Size:    16
//   float4 mvpmatrixz;                 // Offset:  144 Size:    16
//   float4 vfxgenericparam4;           // Offset:  160 Size:    16
//   float4 vfxgenericparam7;           // Offset:  176 Size:    16
//   float4 vfxdynamicvpparam0;         // Offset:  192 Size:    16
//   float4 vfxdynamicvpparam1;         // Offset:  208 Size:    16 [unused]
//   float4 globalvieworigin;           // Offset:  224 Size:    16 [unused]
//   float4 fogdistanceparam;           // Offset:  240 Size:    16 [unused]
//   float4 fogcolorpacked;             // Offset:  256 Size:    16 [unused]
//   float4 projectionmatrixx;          // Offset:  272 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// vblock                            cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// SV_Position              0   xyzw        3      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[18], immediateIndexed
dcl_constantbuffer cb12[1], immediateIndexed
dcl_input v0.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output_siv o3.xyzw, position
dcl_temps 29
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r14.xyzw, l(0, 0, 0, 0), t125.xyzw
dp4 r0.x, v0.xyzw, cb0[0].xyzw
dp4 r0.y, v0.xyzw, cb0[1].xyzw
dp4 r0.z, v0.xyzw, cb0[2].xyzw
ne r1.x, cb0[3].x, l(0.000000)
mov r0.w, l(1.000000)
dp4 r2.x, r0.xyzw, cb0[4].xyzw
add r1.y, r2.x, cb0[3].x
mul r1.y, r1.y, r2.x
div r1.y, cb0[3].x, r1.y
mul r1.y, r1.y, cb0[3].y
eq r1.z, r2.x, l(0.000000)
movc r1.y, r1.z, l(-0.000000), -r1.y
add r3.x, r1.y, cb0[5].z
dp4 r4.x, r0.xyzw, cb0[6].xyzw
dp4 r4.y, r0.xyzw, cb0[7].xyzw
mov r2.y, l(1.000000)
mov r3.y, cb0[5].w
dp2 r4.z, r2.xyxx, r3.xyxx
dp4 r4.w, r0.xyzw, cb0[8].xyzw
dp4 r0.x, v0.xyzw, cb0[6].xyzw
dp4 r0.y, v0.xyzw, cb0[7].xyzw
dp4 r0.z, v0.xyzw, cb0[9].xyzw
dp4 r0.w, v0.xyzw, cb0[8].xyzw
movc r0.xyzw, r1.xxxx, r4.xyzw, r0.xyzw
mul r1.xyz, cb0[10].xyzx, cb0[11].yyyy
mul r2.xyz, r1.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000)
lt r1.w, l(0.000000), cb0[11].z
mad r1.xyz, r1.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000), l(0.000010, 0.000010, 0.000010, 0.000000)
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000)
exp r1.xyz, r1.xyzx
movc r1.xyz, r1.wwww, r1.xyzx, r2.xyzx
lt r1.w, l(0.900000), cb0[12].z
if_nz r1.w
  max r1.w, r1.y, r1.x
  max r1.w, r1.z, r1.w
  lt r2.x, l(0.000000), cb0[12].y
  lt r2.y, cb0[12].y, l(1.000000)
  and r2.x, r2.y, r2.x
  ge r2.y, r1.w, cb0[12].y
  add r2.z, -cb0[12].y, l(1.000000)
  div r2.z, cb0[12].x, r2.z
  add r1.w, r1.w, -cb0[12].y
  mul r1.w, r1.w, r2.z
  and r1.w, r1.w, r2.y
  movc r1.w, r2.x, r1.w, cb0[12].x
  mul r1.xyz, r1.wwww, r1.xyzx
endif
max r1.w, r1.y, r1.x
max r1.w, r1.z, r1.w
lt r2.x, l(0.000000), r1.w
div r2.yzw, r1.xxyz, r1.wwww
movc o0.xyz, r2.xxxx, r2.yzwy, r1.xyzx
mul r1.x, cb0[17].x, l(10.000000)
div r1.x, r1.x, r0.w
min o1.y, |r1.x|, l(1.000000)
mov o0.w, cb0[10].w
mov o1.x, cb0[11].x
mov o1.w, l(0)
mov o1.z, r1.w
mov o2.xyzw, r0.xyzw
mov r13.xyzw, r0.xyzw

add r14.w, r13.w, -r14.y
mad r13.x, r14.x, r14.w, r13.x

mov o3.xyzw, r13.xyzw
ret
// Approximately 64 instruction slots used
