//Skybox VS 1.
// ---- Created with 3Dmigoto v0.6.181 on Sat Dec 30 14:53:36 2023

cbuffer CommonBlock : register(b1)
{
  row_major float4x4 cTrapezoidalShadowTransformScreen : packoffset(c0);
  float cAlphaRef : packoffset(c4);
  float4 cConstantColor : packoffset(c5);
  float4 cFogParams : packoffset(c6);
  float3 cFogColor : packoffset(c7);
  float3 cView : packoffset(c8);
  float3 cLightDirection : packoffset(c9);
  float3 cAmbientLightColor : packoffset(c10);
  float3 cLightColor : packoffset(c11);
  float2 cShadowBias : packoffset(c12);
  float2 cShadowDetailDistanceRamp : packoffset(c13);
  row_major float4x4 cTrapezoidalShadowTransformTexture : packoffset(c14);
  row_major float4x4 cTrapezoidalShadowTransformTexture2 : packoffset(c18);
  float cSelfIllumScale : packoffset(c22);
  float2 cShadowMapSize : packoffset(c23);
  float4 cClipPlane0 : packoffset(c24);
}

cbuffer UIBlock : register(b2)
{
  float4 cScreenCenter : packoffset(c0);
  float4 cClipping : packoffset(c1);
  row_major float2x4 cTextureTransform : packoffset(c2);
}

cbuffer MiscBlock : register(b4)
{
  row_major float2x4 cTextureTransform2 : packoffset(c0);
  row_major float2x4 cTextureTransform3 : packoffset(c2);
  float3 cLightDirectionInertial : packoffset(c4);
  float3 cLight1Direction : packoffset(c5);
  float3 cLight1DirectionInertial : packoffset(c6);
  float3 cLight2Direction : packoffset(c7);
  float3 cLight2DirectionInertial : packoffset(c8);
  float3 cLight3Direction : packoffset(c9);
  float3 cLight3DirectionInertial : packoffset(c10);
  float4 cWater : packoffset(c11);
  float3 cAmbientLightColorTimesConstantColor : packoffset(c12);
  float3 cLightColorTimesConstantColor : packoffset(c13);
  float3 cOmniLightColor : packoffset(c14);
  float3 cOmniLightColorTimesConstantColor : packoffset(c15);
  float3 cLight1Color : packoffset(c16);
  float3 cLight1ColorTimesConstantColor : packoffset(c17);
  float3 cLight2Color : packoffset(c18);
  float3 cLight2ColorTimesConstantColor : packoffset(c19);
  float3 cLight3Color : packoffset(c20);
  float3 cLight3ColorTimesConstantColor : packoffset(c21);
  row_major float3x4 cObjectToLight : packoffset(c22);
  row_major float2x4 cObjectToVolume : packoffset(c25);
  float cSpecularExponent : packoffset(c27);
  float2 cClipPlanes : packoffset(c28);
  float2 cPixelSize : packoffset(c29);
  float2 cColorScale : packoffset(c30);
  float4 cDOFPlanes : packoffset(c31);
  float4 cDOFPeripheral : packoffset(c32);
  float3 cDecalTransformDir : packoffset(c33);
  float cBloomIntensity : packoffset(c34);
  float3 cContrastAndExposure : packoffset(c35);
  float cBrightPassThreshold : packoffset(c36);
  float4 cMaterialVariable0 : packoffset(c37);
  float4 cMaterialVariable1 : packoffset(c38);
  float4 cMaterialVariable2 : packoffset(c39);
  float4 cMaterialVariable3 : packoffset(c40);
  float4 cMaterialVariable4 : packoffset(c41);
  float4 cMaterialVariable5 : packoffset(c42);
  float4 cMaterialVariable6 : packoffset(c43);
  float4 cMaterialVariable7 : packoffset(c44);
  float4 cMemExportOffset : packoffset(c45);
  float4 cTextureSize : packoffset(c46);
  float4 cMetaBallConstants : packoffset(c47);
  float4 cMetaBallConstantsA : packoffset(c48);
  float4 cMetaBallConstantsB : packoffset(c49);
  float4 cMetaBallConstantsC : packoffset(c50);
  row_major float3x4 cDecalTransform : packoffset(c51);
  float4 cRadialBlurCenterStartWidth : packoffset(c54);
  row_major float4x4 cProjectionInverse : packoffset(c55);
  float4 cDebugVSVariables : packoffset(c59);
  float4 cDebugPSVariables : packoffset(c60);
  float4 cSampleOffsets[16] : packoffset(c61);
  float4 cSampleWeights[16] : packoffset(c77);
}

cbuffer TransformBlock : register(b5)
{
  row_major float4x4 cObjectToView : packoffset(c0);
  row_major float3x4 cObjectToWorld : packoffset(c4);
  row_major float4x4 cObjectToSpot : packoffset(c7);
  float4 cOmni0PosRad : packoffset(c11);
}



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


void main(
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : Sv_Position0,
  out float2 o1 : TEXCOORD0,
  out float p1 : FOG0,
  out float4 o2 : COLOR0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  o0.x = dot(cObjectToView._m00_m01_m02_m03, v0.xyzw);
  o0.y = dot(cObjectToView._m10_m11_m12_m13, v0.xyzw);
  o0.w = dot(cObjectToView._m30_m31_m32_m33, v0.xyzw);
  r0.x = dot(cObjectToView._m20_m21_m22_m23, v0.xyzw);
  o0.z = r0.x;
  
  o0.x+=stereo.x*stereo.y*0.996875;
  
  r0.x = r0.x * cFogParams.x + cFogParams.y;
  r0.x = max(cFogParams.w, r0.x);
  p1.x = min(1, r0.x);
  r0.x = dot(cTextureTransform._m00_m01, v2.xy);
  o1.x = cTextureTransform._m03 + r0.x;
  r0.x = dot(cTextureTransform._m10_m11, v2.xy);
  o1.y = cTextureTransform._m13 + r0.x;
  r0.x = dot(cLight1Direction.xyz, v1.xyz);
  r0.xyz = r0.xxx * cLight1ColorTimesConstantColor.xyz + cAmbientLightColorTimesConstantColor.xyz;
  r0.w = dot(cLight2Direction.xyz, v1.xyz);
  r0.xyz = r0.www * cLight2ColorTimesConstantColor.xyz + r0.xyz;
  r0.w = dot(cLight3Direction.xyz, v1.xyz);
  o2.xyz = r0.www * cLight3ColorTimesConstantColor.xyz + r0.xyz;
  o2.w = cConstantColor.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v0.6.181 on Sat Dec 30 14:53:36 2023
//
//
// Buffer Definitions:
//
// cbuffer CommonBlock
// {
//
//   row_major float4x4 cTrapezoidalShadowTransformScreen;// Offset:    0 Size:    64 [unused]
//   float cAlphaRef;                   // Offset:   64 Size:     4 [unused]
//   float4 cConstantColor;             // Offset:   80 Size:    16
//   float4 cFogParams;                 // Offset:   96 Size:    16
//   float3 cFogColor;                  // Offset:  112 Size:    12 [unused]
//   float3 cView;                      // Offset:  128 Size:    12 [unused]
//   float3 cLightDirection;            // Offset:  144 Size:    12 [unused]
//   float3 cAmbientLightColor;         // Offset:  160 Size:    12 [unused]
//   float3 cLightColor;                // Offset:  176 Size:    12 [unused]
//   float2 cShadowBias;                // Offset:  192 Size:     8 [unused]
//   float2 cShadowDetailDistanceRamp;  // Offset:  208 Size:     8 [unused]
//   row_major float4x4 cTrapezoidalShadowTransformTexture;// Offset:  224 Size:    64 [unused]
//   row_major float4x4 cTrapezoidalShadowTransformTexture2;// Offset:  288 Size:    64 [unused]
//   float cSelfIllumScale;             // Offset:  352 Size:     4 [unused]
//   float2 cShadowMapSize;             // Offset:  368 Size:     8 [unused]
//   float4 cClipPlane0;                // Offset:  384 Size:    16 [unused]
//
// }
//
// cbuffer UIBlock
// {
//
//   float4 cScreenCenter;              // Offset:    0 Size:    16 [unused]
//   float4 cClipping;                  // Offset:   16 Size:    16 [unused]
//   row_major float2x4 cTextureTransform;// Offset:   32 Size:    32
//
// }
//
// cbuffer MiscBlock
// {
//
//   row_major float2x4 cTextureTransform2;// Offset:    0 Size:    32 [unused]
//   row_major float2x4 cTextureTransform3;// Offset:   32 Size:    32 [unused]
//   float3 cLightDirectionInertial;    // Offset:   64 Size:    12 [unused]
//   float3 cLight1Direction;           // Offset:   80 Size:    12
//   float3 cLight1DirectionInertial;   // Offset:   96 Size:    12 [unused]
//   float3 cLight2Direction;           // Offset:  112 Size:    12
//   float3 cLight2DirectionInertial;   // Offset:  128 Size:    12 [unused]
//   float3 cLight3Direction;           // Offset:  144 Size:    12
//   float3 cLight3DirectionInertial;   // Offset:  160 Size:    12 [unused]
//   float4 cWater;                     // Offset:  176 Size:    16 [unused]
//   float3 cAmbientLightColorTimesConstantColor;// Offset:  192 Size:    12
//   float3 cLightColorTimesConstantColor;// Offset:  208 Size:    12 [unused]
//   float3 cOmniLightColor;            // Offset:  224 Size:    12 [unused]
//   float3 cOmniLightColorTimesConstantColor;// Offset:  240 Size:    12 [unused]
//   float3 cLight1Color;               // Offset:  256 Size:    12 [unused]
//   float3 cLight1ColorTimesConstantColor;// Offset:  272 Size:    12
//   float3 cLight2Color;               // Offset:  288 Size:    12 [unused]
//   float3 cLight2ColorTimesConstantColor;// Offset:  304 Size:    12
//   float3 cLight3Color;               // Offset:  320 Size:    12 [unused]
//   float3 cLight3ColorTimesConstantColor;// Offset:  336 Size:    12
//   row_major float3x4 cObjectToLight; // Offset:  352 Size:    48 [unused]
//   row_major float2x4 cObjectToVolume;// Offset:  400 Size:    32 [unused]
//   float cSpecularExponent;           // Offset:  432 Size:     4 [unused]
//   float2 cClipPlanes;                // Offset:  448 Size:     8 [unused]
//   float2 cPixelSize;                 // Offset:  464 Size:     8 [unused]
//   float2 cColorScale;                // Offset:  480 Size:     8 [unused]
//   float4 cDOFPlanes;                 // Offset:  496 Size:    16 [unused]
//   float4 cDOFPeripheral;             // Offset:  512 Size:    16 [unused]
//   float3 cDecalTransformDir;         // Offset:  528 Size:    12 [unused]
//   float cBloomIntensity;             // Offset:  544 Size:     4 [unused]
//   float3 cContrastAndExposure;       // Offset:  560 Size:    12 [unused]
//   float cBrightPassThreshold;        // Offset:  576 Size:     4 [unused]
//   float4 cMaterialVariable0;         // Offset:  592 Size:    16 [unused]
//   float4 cMaterialVariable1;         // Offset:  608 Size:    16 [unused]
//   float4 cMaterialVariable2;         // Offset:  624 Size:    16 [unused]
//   float4 cMaterialVariable3;         // Offset:  640 Size:    16 [unused]
//   float4 cMaterialVariable4;         // Offset:  656 Size:    16 [unused]
//   float4 cMaterialVariable5;         // Offset:  672 Size:    16 [unused]
//   float4 cMaterialVariable6;         // Offset:  688 Size:    16 [unused]
//   float4 cMaterialVariable7;         // Offset:  704 Size:    16 [unused]
//   float4 cMemExportOffset;           // Offset:  720 Size:    16 [unused]
//   float4 cTextureSize;               // Offset:  736 Size:    16 [unused]
//   float4 cMetaBallConstants;         // Offset:  752 Size:    16 [unused]
//   float4 cMetaBallConstantsA;        // Offset:  768 Size:    16 [unused]
//   float4 cMetaBallConstantsB;        // Offset:  784 Size:    16 [unused]
//   float4 cMetaBallConstantsC;        // Offset:  800 Size:    16 [unused]
//   row_major float3x4 cDecalTransform;// Offset:  816 Size:    48 [unused]
//   float4 cRadialBlurCenterStartWidth;// Offset:  864 Size:    16 [unused]
//   row_major float4x4 cProjectionInverse;// Offset:  880 Size:    64 [unused]
//   float4 cDebugVSVariables;          // Offset:  944 Size:    16 [unused]
//   float4 cDebugPSVariables;          // Offset:  960 Size:    16 [unused]
//   float4 cSampleOffsets[16];         // Offset:  976 Size:   256 [unused]
//   float4 cSampleWeights[16];         // Offset: 1232 Size:   256 [unused]
//
// }
//
// cbuffer TransformBlock
// {
//
//   row_major float4x4 cObjectToView;  // Offset:    0 Size:    64
//   row_major float3x4 cObjectToWorld; // Offset:   64 Size:    48 [unused]
//   row_major float4x4 cObjectToSpot;  // Offset:  112 Size:    64 [unused]
//   float4 cOmni0PosRad;               // Offset:  176 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// CommonBlock                       cbuffer      NA          NA    1        1
// UIBlock                           cbuffer      NA          NA    2        1
// MiscBlock                         cbuffer      NA          NA    4        1
// TransformBlock                    cbuffer      NA          NA    5        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float   xyz
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// Sv_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// FOG                      0     z         1     NONE   float     z
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB4[22], immediateIndexed
dcl_constantbuffer CB5[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.z
dcl_output o2.xyzw
dcl_temps 1
dp4 o0.x, cb5[0].xyzw, v0.xyzw
dp4 o0.y, cb5[1].xyzw, v0.xyzw
dp4 o0.w, cb5[3].xyzw, v0.xyzw
dp4 r0.x, cb5[2].xyzw, v0.xyzw
mov o0.z, r0.x
mad r0.x, r0.x, cb1[6].x, cb1[6].y
max r0.x, r0.x, cb1[6].w
min o1.z, r0.x, l(1.000000)
dp2 r0.x, cb2[2].xyxx, v2.xyxx
add o1.x, r0.x, cb2[2].w
dp2 r0.x, cb2[3].xyxx, v2.xyxx
add o1.y, r0.x, cb2[3].w
dp3 r0.x, cb4[5].xyzx, v1.xyzx
mad r0.xyz, r0.xxxx, cb4[17].xyzx, cb4[12].xyzx
dp3 r0.w, cb4[7].xyzx, v1.xyzx
mad r0.xyz, r0.wwww, cb4[19].xyzx, r0.xyzx
dp3 r0.w, cb4[9].xyzx, v1.xyzx
mad o2.xyz, r0.wwww, cb4[21].xyzx, r0.xyzx
mov o2.w, cb1[5].w
ret
// Approximately 20 instruction slots used

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