//Car motion blur PS 1.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Thu Jul 13 14:06:24 2023
//
//
// Buffer Definitions:
//
// Resource bind info for instancesBuffer
// {
//
//   struct InstanceData
//   {
//
//       float4x4 uObjectTrans;         // Index:    0
//       float3 windDirAndSpeed;        // Index:    4
//       float uVisibility;             // Index:    4.w
//       float4 lightIds;               // Index:    5
//       float2 distanceFadeParams;     // Index:    6
//       uint instanceFlags;            // Index:    6.z
//       float padding0;                // Index:    6.w
//       uint4 instanceColors;          // Index:    7
//       uint4 instanceCustomData;      // Index:    8
//
//   } $Element;                        // Index:    0-8              Components:    36
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// instancesBuffer                   texture  struct         r/o    3        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// POSITION                 0   xyzw        1     NONE   float   xy w
// POSITION                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xyz         3     NONE   float
// TEXCOORD                 3      w        3     NONE   float      w
// COLOR                    0   xyzw        4     NONE   float
// NORMAL                   0   xyz         5     NONE   float
// TANGENT                  0   xyzw        6     NONE   float
// TEXCOORD                 1   xyzw        7     NONE   float
// TEXCOORD                 2   x           8     NONE    uint   x
// TEXCOORD                 4   xyz         9     NONE   float
// SV_IsFrontFace           0   x          10    FFACE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_resource_structured t3, 144
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.w
dcl_input_ps constant v8.x
dcl_output o0.xyzw
dcl_temps 31
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture2d)(float,float,float,float) r23.xyzw, l(2, 0, 0, 0), t125.xyzw
mul r0.x, v0.y, l(0.916000)
mad r0.x, v0.x, l(0.350000), -r0.x
frc r0.x, r0.x
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) r0.y, v8.x, l(76), t3.xxxx
mad r0.x, v3.w, r0.y, -r0.x
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x

mov r21.xyw, v1.xyxw
mov r22.xyzw, v2.xyzw

add r26.x, r22.w, -r23.y
//mad r22.x, r23.x, r26.x, r22.x

//add r26.x, r21.w, -r23.y
//mad r21.x, r23.x, r26.x, r21.x

div r0.xy, r22.xyxx, v2.wwww
mad r0.xy, r0.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
div r0.zw, r21.xxxy, v1.wwww
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, -0.500000), l(0.000000, 0.000000, 0.500000, 0.500000)
add r0.xy, -r0.zwzz, r0.xyxx
mul o0.xy, r0.xyxx, v2.zzzz
mov o0.zw, l(0,0,0,0)
ret
// Approximately 15 instruction slots used
