//Skybox VS 3. The sun.
// ---- Created with geo-11 v0.6.193 on Sun May 19 23:51:05 2024

cbuffer PER_BATCH : register(b0)
{
  float4 StarSizeIntensity : packoffset(c0);
}

cbuffer PER_INSTANCE : register(b1)
{
  row_major float3x4 ObjWorldMatrix : packoffset(c0);
}

cbuffer CBPerViewGlobal : register(b13)
{
  row_major float4x4 CV_ViewProjZeroMatr : packoffset(c0);
  float4 CV_AnimGenParams : packoffset(c4);
  row_major float4x4 CV_ViewProjMatr : packoffset(c5);
  row_major float4x4 CV_ViewProjNearestMatr : packoffset(c9);
  row_major float4x4 CV_InvViewProj : packoffset(c13);
  row_major float4x4 CV_PrevViewProjMatr : packoffset(c17);
  row_major float4x4 CV_PrevViewProjNearestMatr : packoffset(c21);
  row_major float3x4 CV_ScreenToWorldBasis : packoffset(c25);
  float4 CV_TessInfo : packoffset(c28);
  float4 CV_CameraRightVector : packoffset(c29);
  float4 CV_CameraFrontVector : packoffset(c30);
  float4 CV_CameraUpVector : packoffset(c31);
  float4 CV_ScreenSize : packoffset(c32);
  float4 CV_HPosScale : packoffset(c33);
  float4 CV_HPosClamp : packoffset(c34);
  float4 CV_ProjRatio : packoffset(c35);
  float4 CV_NearestScaled : packoffset(c36);
  float4 CV_NearFarClipDist : packoffset(c37);
  float4 CV_SunLightDir : packoffset(c38);
  float4 CV_SunColor : packoffset(c39);
  float4 CV_SkyColor : packoffset(c40);
  float4 CV_FogColor : packoffset(c41);
  float4 CV_TerrainInfo : packoffset(c42);
  float4 CV_DecalZFightingRemedy : packoffset(c43);
  row_major float4x4 CV_FrustumPlaneEquation : packoffset(c44);
  float4 CV_WindGridOffset : packoffset(c48);
  row_major float4x4 CV_ViewMatr : packoffset(c49);
  row_major float4x4 CV_InvViewMatr : packoffset(c53);
  float CV_LookingGlass_SunSelector : packoffset(c57);
  float CV_LookingGlass_DepthScalar : packoffset(c57.y);
  float CV_PADDING0 : packoffset(c57.z);
  float CV_PADDING1 : packoffset(c57.w);
}



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


void main(
  uint v0 : SV_VertexID0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0)
{
// Needs manual fix for instruction:
// unknown dcl_: dcl_input_sgv v0.x, vertex_id
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.zw = float2(0,0);
  r1.xy = (int2)v0.xx & int2(1,2);
  r1.xy = r1.xy ? float2(1,-1) : float2(-1,1);
  r1.xy = (int2)r1.xy;
  r1.zw = StarSizeIntensity.xy * r1.xy;
  o1.xy = r1.xy;
  r2.x = ObjWorldMatrix._m01;
  r2.y = ObjWorldMatrix._m11;
  r2.z = ObjWorldMatrix._m21;
  r3.z = dot(CV_ViewProjZeroMatr._m30_m31_m32, r2.xyz);
  r0.xy = r3.zz * r1.zw;
  r3.x = dot(CV_ViewProjZeroMatr._m00_m01_m02, r2.xyz);
  r3.y = dot(CV_ViewProjZeroMatr._m10_m11_m12, r2.xyz);
  o0.xyzw = r3.xyzz + r0.xyzw;
  
  o0.x+=stereo.x*stereo.y;
  
  o1.zw = StarSizeIntensity.ww;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v0.6.193 on Sun May 19 23:51:05 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 StarSizeIntensity;          // Offset:    0 Size:    16
//
// }
//
// cbuffer PER_INSTANCE
// {
//
//   row_major float3x4 ObjWorldMatrix; // Offset:    0 Size:    48
//
// }
//
// cbuffer CBPerViewGlobal
// {
//
//   row_major float4x4 CV_ViewProjZeroMatr;// Offset:    0 Size:    64
//   float4 CV_AnimGenParams;           // Offset:   64 Size:    16 [unused]
//   row_major float4x4 CV_ViewProjMatr;// Offset:   80 Size:    64 [unused]
//   row_major float4x4 CV_ViewProjNearestMatr;// Offset:  144 Size:    64 [unused]
//   row_major float4x4 CV_InvViewProj; // Offset:  208 Size:    64 [unused]
//   row_major float4x4 CV_PrevViewProjMatr;// Offset:  272 Size:    64 [unused]
//   row_major float4x4 CV_PrevViewProjNearestMatr;// Offset:  336 Size:    64 [unused]
//   row_major float3x4 CV_ScreenToWorldBasis;// Offset:  400 Size:    48 [unused]
//   float4 CV_TessInfo;                // Offset:  448 Size:    16 [unused]
//   float4 CV_CameraRightVector;       // Offset:  464 Size:    16 [unused]
//   float4 CV_CameraFrontVector;       // Offset:  480 Size:    16 [unused]
//   float4 CV_CameraUpVector;          // Offset:  496 Size:    16 [unused]
//   float4 CV_ScreenSize;              // Offset:  512 Size:    16 [unused]
//   float4 CV_HPosScale;               // Offset:  528 Size:    16 [unused]
//   float4 CV_HPosClamp;               // Offset:  544 Size:    16 [unused]
//   float4 CV_ProjRatio;               // Offset:  560 Size:    16 [unused]
//   float4 CV_NearestScaled;           // Offset:  576 Size:    16 [unused]
//   float4 CV_NearFarClipDist;         // Offset:  592 Size:    16 [unused]
//   float4 CV_SunLightDir;             // Offset:  608 Size:    16 [unused]
//   float4 CV_SunColor;                // Offset:  624 Size:    16 [unused]
//   float4 CV_SkyColor;                // Offset:  640 Size:    16 [unused]
//   float4 CV_FogColor;                // Offset:  656 Size:    16 [unused]
//   float4 CV_TerrainInfo;             // Offset:  672 Size:    16 [unused]
//   float4 CV_DecalZFightingRemedy;    // Offset:  688 Size:    16 [unused]
//   row_major float4x4 CV_FrustumPlaneEquation;// Offset:  704 Size:    64 [unused]
//   float4 CV_WindGridOffset;          // Offset:  768 Size:    16 [unused]
//   row_major float4x4 CV_ViewMatr;    // Offset:  784 Size:    64 [unused]
//   row_major float4x4 CV_InvViewMatr; // Offset:  848 Size:    64 [unused]
//   float CV_LookingGlass_SunSelector; // Offset:  912 Size:     4 [unused]
//   float CV_LookingGlass_DepthScalar; // Offset:  916 Size:     4 [unused]
//   float CV_PADDING0;                 // Offset:  920 Size:     4 [unused]
//   float CV_PADDING1;                 // Offset:  924 Size:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// PER_BATCH                         cbuffer      NA          NA    0        1
// PER_INSTANCE                      cbuffer      NA          NA    1        1
// CBPerViewGlobal                   cbuffer      NA          NA   13        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID              0   x           0   VERTID    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_constantbuffer CB1[3], immediateIndexed
dcl_constantbuffer CB13[4], immediateIndexed
dcl_input_sgv v0.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_temps 4
mov r0.zw, l(0,0,0,0)
and r1.xy, v0.xxxx, l(1, 2, 0, 0)
movc r1.xy, r1.xyxx, l(1,-1,0,0), l(-1,1,0,0)
itof r1.xy, r1.xyxx
mul r1.zw, r1.xxxy, cb0[0].xxxy
mov o1.xy, r1.xyxx
mov r2.x, cb1[0].y
mov r2.y, cb1[1].y
mov r2.z, cb1[2].y
dp3 r3.z, cb13[3].xyzx, r2.xyzx
mul r0.xy, r1.zwzz, r3.zzzz
dp3 r3.x, cb13[0].xyzx, r2.xyzx
dp3 r3.y, cb13[1].xyzx, r2.xyzx
add o0.xyzw, r0.xyzw, r3.xyzz
mov o1.zw, cb0[0].wwww
ret
// Approximately 16 instruction slots used

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