//Specular VS. Consequences for the sides of the screen. Better fix in PS. 0.30 update. Another one.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.182 on Wed Nov  1 14:01:41 2023
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 projParams;                 // Index:    0.xyzw           Components:     4 [unused]
//   float4 inLightPos[3];              // Index:    1 2 3            Components:    12 [unused]
//   float4 inLightInvRadiusSq;         // Index:    4.xyzw           Components:     4 [unused]
//   float4 inLightColor[4];            // Index:    5 6 7 8          Components:    16 [unused]
//   float4 inLightSpotDir[3];          // Index:    9 10 11          Components:    12 [unused]
//   float4 inLightSpotAngle;           // Index:   12.xyzw           Components:     4 [unused]
//   float4 inLightSpotFalloff;         // Index:   13.xyzw           Components:     4 [unused]
//   float4 ambient;                    // Index:   14.xyzw           Components:     4 [unused]
//   float roughness;                   // Index:   15.x              Components:     1 [unused]
//   float4 specularColor;              // Index:   16.xyzw           Components:     4 [unused]
//   float4x4 worldToLightProj;         // Index:   17 18 19 20       Components:    16 [unused]
//   float4 scaleX;                     // Index:   21.xyzw           Components:     4 [unused]
//   float4 scaleY;                     // Index:   22.xyzw           Components:     4 [unused]
//   float4 offsetX;                    // Index:   23.xyzw           Components:     4 [unused]
//   float4 offsetY;                    // Index:   24.xyzw           Components:     4 [unused]
//   float4 atlasXOffset;               // Index:   25.xyzw           Components:     4 [unused]
//   float4 atlasYOffset;               // Index:   26.xyzw           Components:     4 [unused]
//   float4 farPlaneScalePSSM;          // Index:   27.xyzw           Components:     4 [unused]
//   float4 overDarkPSSM;               // Index:   28.xyzw           Components:     4 [unused]
//   float2 atlasScalePSSM;             // Index:   29.xy             Components:     2 [unused]
//   float2 fadeStartLength;            // Index:   29.zw             Components:     2 [unused]
//   float shadowSoftness;              // Index:   30.x              Components:     1 [unused]
//   float3 lightDirection;             // Index:   30.yzw            Components:     3 [unused]
//   float4 lightColor;                 // Index:   31.xyzw           Components:     4 [unused]
//   float lightBrightness;             // Index:   32.x              Components:     1 [unused]
//   float4 lightAmbient;               // Index:   33.xyzw           Components:     4 [unused]
//   float3 eyePosWorld;                // Index:   34.xyz            Components:     3 [unused]
//   float3 vEye;                       // Index:   35.xyz            Components:     3 [unused]
//   float4 zNearFarInvNearFar;         // Index:   36.xyzw           Components:     4 [unused]
//   float4 lightMapParams;             // Index:   37.xyzw           Components:     4 [unused]
//   float4x4 screenToWorld;            // Index:   38 39 40 41       Components:    16 [unused]
//   float4 rtParams0;                  // Index:   42.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float
// NORMAL                   0   xyz         1     NONE   float   xyz
// TANGENT                  0   xyz         2     NONE   float   xyz
// TEXCOORD                 0   xy          3     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
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[43], immediateIndexed
dcl_input v1.xyz
dcl_input v2.xyz
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyz
dcl_temps 29
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw

ge r15.x, v3.x, l(-1.0)
lt r15.y, v3.x, l(1.0)
and r15.x, r15.x, r15.y

mov r23.xy, v3.xyxx
add r23.x, r25.x, r23.x

mov o0.xy, r23.xyxx
mov o0.zw, l(0,0,0,1.000000)
add r0.xy, v3.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r0.x, r0.x, cb0[42].z
mad r0.y, -r0.y, l(0.500000), l(1.000000)
mul r1.y, r0.y, cb0[42].w
mul r1.x, r0.x, l(0.500000)

mad r1.x, r25.x, l(0.5), r1.x

add o1.xy, r1.xyxx, cb0[42].xyxx
mov o2.xyz, v2.xyzx
mov o3.xyz, v1.xyzx
ret
// Approximately 11 instruction slots used
