//Octopath Traveler II pause map DS 2.
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Mon Feb 13 22:25:22 2023
//
//
// Patch Constant signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TessFactor            0   x           0  TRIEDGE   float
// SV_TessFactor            1   x           1  TRIEDGE   float
// SV_TessFactor            2   x           2  TRIEDGE   float
// SV_InsideTessFactor      0   x           3   TRIINT   float
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float
// TEXCOORD                11   xyzw        1     NONE   float
// TEXCOORD                 0   xyzw        2     NONE   float
// PRIMITIVE_ID             0   x           3     NONE    uint
// VS_To_DS_Position        0   xyzw        4     NONE   float   xyzw
// Flat_DisplacementScales     0   xyz         5     NONE   float
// Flat_TessellationAndWorldDisplacementMultiplier     0   xy          6     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// SV_ClipDistance          0   x           1  CLIPDST   float   x
//
ds_5_0
dcl_input_control_point_count 3
dcl_tessellator_domain domain_tri
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[128], immediateIndexed
//dcl_constantbuffer cb14[1], immediateIndexed
dcl_input vDomain.xyz
dcl_input vicp[3][4].xyzw
dcl_output_siv o0.xyzw, position
dcl_output_siv o1.x, clip_distance
dcl_temps 2
mul r0.xyzw, vDomain.yyyy, vicp[1][4].xyzw
mad r0.xyzw, vicp[0][4].xyzw, vDomain.xxxx, r0.xyzw
mad r0.xyzw, vicp[2][4].xyzw, vDomain.zzzz, r0.xyzw
mul r1.xyzw, r0.yyyy, cb0[1].xyzw
mad r1.xyzw, r0.xxxx, cb0[0].xyzw, r1.xyzw
mad r1.xyzw, r0.zzzz, cb0[2].xyzw, r1.xyzw
mad o0.xyzw, r0.wwww, cb0[3].xyzw, r1.xyzw
add r0.xyz, r0.xyzx, -cb0[70].xyzx
mov r0.w, l(1.000000)
dp4 o1.x, cb0[127].xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v1.3.16 on Mon Feb 13 22:25:22 2023
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[128];
// }
//
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Texture2D<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : TEXCOORD10,
//   float4 v1 : TEXCOORD11,
//   float4 v2 : TEXCOORD0,
//   uint v3 : PRIMITIVE_ID0,
//   float4 v4 : VS_To_DS_Position0,
//   float3 v5 : Flat_DisplacementScales0,
//   float2 v6 : Flat_TessellationAndWorldDisplacementMultiplier0,
//   out float4 o0 : SV_POSITION0,
//   out float o1 : SV_ClipDistance0)
// {
// // Needs manual fix for instruction:
// // unknown dcl_: dcl_input_control_point_count 3
// // Needs manual fix for instruction:
// // unknown dcl_: dcl_tessellator_domain domain_tri
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = vicp[1][4].xyzw * vDomain.yyyy;
//   r0.xyzw = vicp[0][4].xyzw * vDomain.xxxx + r0.xyzw;
//   r0.xyzw = vicp[2][4].xyzw * vDomain.zzzz + r0.xyzw;
//   r1.xyzw = cb0[1].xyzw * r0.yyyy;
//   r1.xyzw = r0.xxxx * cb0[0].xyzw + r1.xyzw;
//   r1.xyzw = r0.zzzz * cb0[2].xyzw + r1.xyzw;
//   o0.xyzw = r0.wwww * cb0[3].xyzw + r1.xyzw;
//   r0.xyz = -cb0[70].xyz + r0.xyz;
//   r0.w = 1;
//   o1.x = dot(cb0[127].xyzw, r0.xyzw);
//   return;
// }
//////////////////////////////// HLSL Errors ////////////////////////////////
// F:\SteamLibrary\steamapps\common\Octopath_Traveler2_DEMO\Octopath_Traveler2\Binaries\Win64\ShaderFixes\798579f21251b043-ds_replace.txt(35,13-16): error X3004: undeclared identifier 'vicp'
/////////////////////////////////////////////////////////////////////////////
