//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4x4 Transform;
//
//
// Registers:
//
//   Name         Reg   Size
//   ------------ ----- ----
//   Transform    c6       4
//

    vs_3_0
	def c220, 0.1, 2, 0.0625, 1
    dcl_position v0
    dcl_texcoord v1
    dcl_color v2
    dcl_color1 v3
	dcl_2d s0
    dcl_texcoord o0.xy
    dcl_texcoord1 o1
    dcl_texcoord2 o2
    dcl_texcoord3 o3
    dcl_position o4
    mov o0.xy, v1
    mov o1, v2
    mov o2, v3
    mul r0, c7, v0.y
    mad r0, c6, v0.x, r0
    mad r0, c8, v0.z, r0
    mad r0, c9, v0.w, r0
    mov o4, r0
		mov r3, r0
				    texldl r11, c220.z, s0         //||ADDED. R4 IS THE TEMPORARY REGISTER
	if_ne r3.w, c220.w
    add r11.y, r3.w, -r11.y        //ATTACHED TO THE POSITION AND TEXCOORD
    mul r11.x, r11.x, r11.y        //WE ARE ARE APPLY THIS FIX TO TEXCOORD
    add r3.x, r3.x, r11.x          //o4||
	endif
	mov o3, r3

// approximately 9 instruction slots used
 