// Volumetric FOG VS



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


void main( 
  uint v0 : SV_VERTEXID0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = (uint)v0.x << 1;
  r0.x = (int)r0.x & 2;
  r0.y = (uint)r0.x;
  r0.z = 1 + -r0.y;
  o0.y = r0.z * 2 + -1;
  r0.z = (int)v0.x & 2;
  r0.x = (uint)r0.z;
  o0.x = r0.x * 2 + -1;
  o1.xy = r0.xy;
  o0.zw = float2(1,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.2.30 on Sat Feb 27 14:47:25 2016
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VERTEXID              0   x           0   VERTID    uint   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
vs_4_0
dcl_input_sgv v0.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 1
ishl r0.x, v0.x, l(1)
and r0.x, r0.x, l(2)
utof r0.y, r0.x
add r0.z, -r0.y, l(1.000000)
mad o0.y, r0.z, l(2.000000), l(-1.000000)
and r0.z, v0.x, l(2)
utof r0.x, r0.z
mad o0.x, r0.x, l(2.000000), l(-1.000000)
mov o1.xy, r0.xyxx
mov o0.zw, l(0,0,1.000000,1.000000)
ret 
// Approximately 11 instruction slots used

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