//Construction battle aura haloing VS.
// ---- Created with 3Dmigoto v1.3.16 on Fri May 17 23:57:31 2019
cbuffer cb12 : register(b12)
{
  float4 cb12[31];
}

cbuffer cb10 : register(b10)
{
  float4 cb10[768];
}




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


void main(
  float4 v0 : POSITION0,
  float4 v1 : BLENDWEIGHT0,
  uint4 v2 : BLENDINDICES0,
  out float4 o0 : TEXCOORD1,
  out float3 o1 : TEXCOORD2,
  out float4 o2 : SV_POSITION0)
{
  float4 r0,r1,r2,r3,r4,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;

  float4 stereo = StereoParams.Load(0);

  r0.x = dot(v1.yzw, float3(1,1,1));
  r0.x = 1 + -r0.x;
  r1.xyz = float3(0,0,0);
  r2.xyzw = (int4)v2.xyzw * int4(3,3,3,3);
  r1.w = floor(cb10[r2.x+2].w);
  r3.xyzw = cb10[r2.y+2].xyzw + -r1.zzzw;
  r3.xyzw = v1.yyyy * r3.xyzw;
  r4.xyzw = cb10[r2.x+2].xyzw + -r1.zzzw;
  r3.xyzw = r4.xyzw * r0.xxxx + r3.xyzw;
  r4.xyzw = cb10[r2.z+2].xyzw + -r1.zzzw;
  r3.xyzw = r4.xyzw * v1.zzzz + r3.xyzw;
  r4.xyzw = cb10[r2.w+2].xyzw + -r1.zzzw;
  r3.xyzw = r4.xyzw * v1.wwww + r3.xyzw;
  r1.xyzw = r3.xyzw + r1.xyzw;
  r3.xyz = v0.xyz;
  r3.w = 1;
  r1.z = dot(r1.xyzw, r3.xyzw);
  r4.y = floor(cb10[r2.x+0].w);
  r4.xz = float2(0,0);
  r5.xyzw = cb10[r2.y+0].xyzw + -r4.xxxy;
  r5.xyzw = v1.yyyy * r5.xyzw;
  r6.xyzw = cb10[r2.x+0].xyzw + -r4.xxxy;
  r5.xyzw = r6.xyzw * r0.xxxx + r5.xyzw;
  r6.xyzw = cb10[r2.z+0].xyzw + -r4.xxxy;
  r5.xyzw = r6.xyzw * v1.zzzz + r5.xyzw;
  r6.xyzw = cb10[r2.w+0].xyzw + -r4.xxxy;
  r5.xyzw = r6.xyzw * v1.wwww + r5.xyzw;
  r5.xyzw = r5.xyzw + r4.zzzy;
  r1.x = dot(r5.xyzw, r3.xyzw);
  r4.w = floor(cb10[r2.x+1].w);
  r5.xyzw = cb10[r2.y+1].xyzw + -r4.zzzw;
  r5.xyzw = v1.yyyy * r5.xyzw;
  r6.xyzw = cb10[r2.x+1].xyzw + -r4.zzzw;
  r0.xyzw = r6.xyzw * r0.xxxx + r5.xyzw;
  r5.xyzw = cb10[r2.z+1].xyzw + -r4.zzzw;
  r2.xyzw = cb10[r2.w+1].xyzw + -r4.zzzw;
  r0.xyzw = r5.xyzw * v1.zzzz + r0.xyzw;
  r0.xyzw = r2.xyzw * v1.wwww + r0.xyzw;
  r0.xyzw = r0.xyzw + r4.zzzw;
  r1.y = dot(r0.xyzw, r3.xyzw);
  r1.w = 1;
  o0.x = dot(cb12[4].xyzw, r1.xyzw);
  o0.y = dot(cb12[5].xyzw, r1.xyzw);
  o0.z = dot(cb12[6].xyzw, r1.xyzw);
  r0.xyz = -cb12[30].xyz + r1.xyz;
  r1.x = dot(cb12[4].xyz, r0.xyz);
  r1.y = dot(cb12[5].xyz, r0.xyz);
  r1.z = dot(cb12[6].xyz, r0.xyz);
  r1.w = 1;
  r0.x = dot(cb12[0].xyzw, r1.xyzw);
  r0.y = dot(cb12[1].xyzw, r1.xyzw);
  r0.w = dot(cb12[3].xyzw, r1.xyzw);
  o2.z = dot(cb12[2].xyzw, r1.xyzw);
  r1.xyz = float3(0.5,-0.5,0.5) * r0.xyw;
  o2.xyw = r0.xyw;
  o1.z = r0.w;
  o1.xy = r1.xy + r1.zz;
  o1.x+=stereo.x*(o1.z-stereo.y)*0.5;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Fri May 17 23:57:31 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// BLENDWEIGHT              0   xyzw        1     NONE   float    yzw
// BLENDINDICES             0   xyzw        2     NONE    uint   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 1   xyz         0     NONE   float   xyz
// TEXCOORD                 2   xyz         1     NONE   float   xyz
// SV_POSITION              0   xyzw        2      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb10[768], dynamicIndexed
dcl_constantbuffer cb12[31], immediateIndexed
dcl_input v0.xyz
dcl_input v1.yzw
dcl_input v2.xyzw
dcl_output o0.xyz
dcl_output o1.xyz
dcl_output_siv o2.xyzw, position
dcl_temps 7
dp3 r0.x, v1.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000)
add r0.x, -r0.x, l(1.000000)
mov r1.xyz, l(0,0,0,0)
imul null, r2.xyzw, v2.xyzw, l(3, 3, 3, 3)
round_ni r1.w, cb10[r2.x + 2].w
add r3.xyzw, -r1.zzzw, cb10[r2.y + 2].xyzw
mul r3.xyzw, r3.xyzw, v1.yyyy
add r4.xyzw, -r1.zzzw, cb10[r2.x + 2].xyzw
mad r3.xyzw, r4.xyzw, r0.xxxx, r3.xyzw
add r4.xyzw, -r1.zzzw, cb10[r2.z + 2].xyzw
mad r3.xyzw, r4.xyzw, v1.zzzz, r3.xyzw
add r4.xyzw, -r1.zzzw, cb10[r2.w + 2].xyzw
mad r3.xyzw, r4.xyzw, v1.wwww, r3.xyzw
add r1.xyzw, r1.xyzw, r3.xyzw
mov r3.xyz, v0.xyzx
mov r3.w, l(1.000000)
dp4 r1.z, r1.xyzw, r3.xyzw
round_ni r4.y, cb10[r2.x + 0].w
mov r4.xz, l(0,0,0,0)
add r5.xyzw, -r4.xxxy, cb10[r2.y + 0].xyzw
mul r5.xyzw, r5.xyzw, v1.yyyy
add r6.xyzw, -r4.xxxy, cb10[r2.x + 0].xyzw
mad r5.xyzw, r6.xyzw, r0.xxxx, r5.xyzw
add r6.xyzw, -r4.xxxy, cb10[r2.z + 0].xyzw
mad r5.xyzw, r6.xyzw, v1.zzzz, r5.xyzw
add r6.xyzw, -r4.xxxy, cb10[r2.w + 0].xyzw
mad r5.xyzw, r6.xyzw, v1.wwww, r5.xyzw
add r5.xyzw, r4.zzzy, r5.xyzw
dp4 r1.x, r5.xyzw, r3.xyzw
round_ni r4.w, cb10[r2.x + 1].w
add r5.xyzw, -r4.zzzw, cb10[r2.y + 1].xyzw
mul r5.xyzw, r5.xyzw, v1.yyyy
add r6.xyzw, -r4.zzzw, cb10[r2.x + 1].xyzw
mad r0.xyzw, r6.xyzw, r0.xxxx, r5.xyzw
add r5.xyzw, -r4.zzzw, cb10[r2.z + 1].xyzw
add r2.xyzw, -r4.zzzw, cb10[r2.w + 1].xyzw
mad r0.xyzw, r5.xyzw, v1.zzzz, r0.xyzw
mad r0.xyzw, r2.xyzw, v1.wwww, r0.xyzw
add r0.xyzw, r4.zzzw, r0.xyzw
dp4 r1.y, r0.xyzw, r3.xyzw
mov r1.w, l(1.000000)
dp4 o0.x, cb12[4].xyzw, r1.xyzw
dp4 o0.y, cb12[5].xyzw, r1.xyzw
dp4 o0.z, cb12[6].xyzw, r1.xyzw
add r0.xyz, r1.xyzx, -cb12[30].xyzx
dp3 r1.x, cb12[4].xyzx, r0.xyzx
dp3 r1.y, cb12[5].xyzx, r0.xyzx
dp3 r1.z, cb12[6].xyzx, r0.xyzx
mov r1.w, l(1.000000)
dp4 r0.x, cb12[0].xyzw, r1.xyzw
dp4 r0.y, cb12[1].xyzw, r1.xyzw
dp4 r0.w, cb12[3].xyzw, r1.xyzw
dp4 o2.z, cb12[2].xyzw, r1.xyzw
mul r1.xyz, r0.xywx, l(0.500000, -0.500000, 0.500000, 0.000000)
mov o2.xyw, r0.xyxw
mov o1.z, r0.w
add o1.xy, r1.zzzz, r1.xyxx
ret
// Approximately 0 instruction slots used

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