//Cutscene drink haloing or reflection VS.
// ---- Created with 3Dmigoto v1.3.16 on Mon May 13 17:32:45 2019
cbuffer cb9 : register(b9)
{
  float4 cb9[4];
}

cbuffer cb12 : register(b12)
{
  float4 cb12[31];
}

cbuffer cb10 : register(b10)
{
  float4 cb10[3];
}




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


void main(
  float4 v0 : POSITION0,
  float4 v1 : NORMAL0,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : TEXCOORD1,
  out float3 o2 : TEXCOORD2,
  out float4 o3 : SV_POSITION0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  float4 stereo = StereoParams.Load(0);
  
  r0.w = 1;
  r1.w = 1;
  r2.xyz = v0.xyz;
  r2.w = 1;
  r1.x = dot(cb10[0].xyzw, r2.xyzw);
  r1.y = dot(cb10[1].xyzw, r2.xyzw);
  r1.z = dot(cb10[2].xyzw, r2.xyzw);
  
  r0.x = dot(cb12[4].xyzw, r1.xyzw);
  r0.y = dot(cb12[5].xyzw, r1.xyzw);
  r0.z = dot(cb12[6].xyzw, r1.xyzw);
  
  r1.xyz = -cb12[30].xyz + r1.xyz;
  o0.w = dot(cb9[0].xyzw, r0.xyzw);
  o0.xyz = r0.xyz;
  r0.xyz = v1.xyz * float3(2.00787401,2.00787401,2.00787401) + float3(-1,-1,-1);
  r2.x = dot(cb10[0].xyz, r0.xyz);
  r2.y = dot(cb10[1].xyz, r0.xyz);
  r2.z = dot(cb10[2].xyz, r0.xyz);
  r0.x = dot(cb12[4].xyz, r2.xyz);
  r0.y = dot(cb12[5].xyz, r2.xyz);
  r0.z = dot(cb12[6].xyz, r2.xyz);
  o1.xyz = cb9[1].xxx * r0.xyz;
  r0.xyz = -cb9[2].xyz + v0.xyz;
  o2.xyz = -abs(r0.xyz) * cb9[3].xyz + float3(1,1,1);
  r0.x = dot(cb12[4].xyz, r1.xyz);
  r0.y = dot(cb12[5].xyz, r1.xyz);
  r0.z = dot(cb12[6].xyz, r1.xyz);
  r0.w = 1;
  o3.x = dot(cb12[0].xyzw, r0.xyzw);
  o3.y = dot(cb12[1].xyzw, r0.xyzw);
  o3.z = dot(cb12[2].xyzw, r0.xyzw);
  o3.w = dot(cb12[3].xyzw, r0.xyzw);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Mon May 13 17:32:45 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// NORMAL                   0   xyzw        1     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// TEXCOORD                 2   xyz         2     NONE   float   xyz
// SV_POSITION              0   xyzw        3      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb10[3], immediateIndexed
dcl_constantbuffer cb12[31], immediateIndexed
dcl_constantbuffer cb9[4], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_output o0.xyzw
dcl_output o1.xyz
dcl_output o2.xyz
dcl_output_siv o3.xyzw, position
dcl_temps 3
mov r0.w, l(1.000000)
mov r1.w, l(1.000000)
mov r2.xyz, v0.xyzx
mov r2.w, l(1.000000)
dp4 r1.x, cb10[0].xyzw, r2.xyzw
dp4 r1.y, cb10[1].xyzw, r2.xyzw
dp4 r1.z, cb10[2].xyzw, r2.xyzw
dp4 r0.x, cb12[4].xyzw, r1.xyzw
dp4 r0.y, cb12[5].xyzw, r1.xyzw
dp4 r0.z, cb12[6].xyzw, r1.xyzw
add r1.xyz, r1.xyzx, -cb12[30].xyzx
dp4 o0.w, cb9[0].xyzw, r0.xyzw
mov o0.xyz, r0.xyzx
mad r0.xyz, v1.xyzx, l(2.007874, 2.007874, 2.007874, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r2.x, cb10[0].xyzx, r0.xyzx
dp3 r2.y, cb10[1].xyzx, r0.xyzx
dp3 r2.z, cb10[2].xyzx, r0.xyzx
dp3 r0.x, cb12[4].xyzx, r2.xyzx
dp3 r0.y, cb12[5].xyzx, r2.xyzx
dp3 r0.z, cb12[6].xyzx, r2.xyzx
mul o1.xyz, r0.xyzx, cb9[1].xxxx
add r0.xyz, v0.xyzx, -cb9[2].xyzx
mad o2.xyz, -|r0.xyzx|, cb9[3].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
dp3 r0.x, cb12[4].xyzx, r1.xyzx
dp3 r0.y, cb12[5].xyzx, r1.xyzx
dp3 r0.z, cb12[6].xyzx, r1.xyzx
mov r0.w, l(1.000000)
dp4 o3.x, cb12[0].xyzw, r0.xyzw
dp4 o3.y, cb12[1].xyzw, r0.xyzw
dp4 o3.z, cb12[2].xyzw, r0.xyzw
dp4 o3.w, cb12[3].xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used

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