//
// Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307
//
// Parameters:
//
//   float4 PositionScaleAndOffset;
//   float4 __OBJECT2WORLD_ROW0;
//   float4 __OBJECT2WORLD_ROW1;
//   float4 __OBJECT2WORLD_ROW2;
//   float4 __WORLD2PROJECTED_ROW0;
//   float4 __WORLD2PROJECTED_ROW1;
//   float4 __WORLD2PROJECTED_ROW2;
//   float4 __WORLD2PROJECTED_ROW3;
//   float4 _p0;
//
//
// Registers:
//
//   Name                   Reg   Size
//   ---------------------- ----- ----
//   __WORLD2PROJECTED_ROW0 c0       1
//   __WORLD2PROJECTED_ROW1 c1       1
//   __WORLD2PROJECTED_ROW2 c2       1
//   __WORLD2PROJECTED_ROW3 c3       1
//   PositionScaleAndOffset c30      1
//   __OBJECT2WORLD_ROW0    c40      1
//   __OBJECT2WORLD_ROW1    c41      1
//   __OBJECT2WORLD_ROW2    c42      1
//   _p0                    c255     1
//

    vs_3_0
    def c4, 1, 0, 0, 0
    dcl_position v0
    dcl_binormal v1
    dcl_normal v2
    dcl_tangent v3
    dcl_texcoord v4
    dcl_texcoord2 v5
    dcl_position o0
    dcl_texcoord o1
    dcl_texcoord1 o2
    dcl_texcoord2 o3.xyz
    dcl_texcoord3 o4
    mov r0.w, c4.x
    mad r1.xyz, c30.w, v0, c30
    mov r1.w, c4.x
    dp4 r0.x, c40, r1
    dp4 r0.y, c41, r1
    dp4 r0.z, c42, r1
    dp4 o0.x, c0, r0
    dp4 o0.y, c1, r0
    dp4 o0.z, c2, r0
    dp4 o0.w, c3, r0
    mov o1.xyz, r0
    dp3 r0.x, c40, v2
    dp3 r0.y, c41, v2
    dp3 r0.z, c42, v2
    dp3 r0.w, r0, r0
    rsq r0.w, r0.w
    mul o2.xyz, r0, r0.w
    dp3 r0.x, c40, v3
    dp3 r0.y, c41, v3
    dp3 r0.z, c42, v3
    dp3 r0.w, r0, r0
    rsq r0.w, r0.w
    mul o3.xyz, r0, r0.w
    dp3 r0.x, c40, v1
    dp3 r0.y, c41, v1
    dp3 r0.z, c42, v1
    dp3 r0.w, r0, r0
    rsq r0.w, r0.w
    mul o4.xyz, r0, r0.w
    pow r0.x, v5.x, c253.x  //253 change
    max o4.w, r0.x, c255.y
    mov o1.w, v4.x
    mov o2.w, v4.y

// approximately 35 instruction slots used
 