// BLUR ON KILLS -> No need for stereo
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.3.14 on Sat Mar 23 02:52:50 2019
//
//
// Buffer Definitions:
//
// cbuffer VSCommonBuffer
// {
//
//   float4x4 _unused_g_viewProjectionMatrix;// Offset:    0 Size:    64 [unused]
//   float4x4 g_viewMatrix;             // Offset:   64 Size:    64 [unused]
//   float4x4 g_projectionMatrix;       // Offset:  128 Size:    64
//   float4x4 g_worldViewProjectionMatrix;// Offset:  192 Size:    64 [unused]
//   float4 g_dummy_16;                 // Offset:  256 Size:    16 [unused]
//   float g_fogStartZ;                 // Offset:  288 Size:     4 [unused]
//   float g_recFogEndZ;                // Offset:  292 Size:     4 [unused]
//   float g_dummy_18_z;                // Offset:  296 Size:     4 [unused]
//   uint g_vs_envCbIndex;              // Offset:  300 Size:     4 [unused]
//   float2 g_screenSize;               // Offset:  304 Size:     8 [unused]
//   float2 g_recScreenSize;            // Offset:  312 Size:     8 [unused]
//   float g_nearFar;                   // Offset:  320 Size:     4 [unused]
//   float g_nearFarDistance;           // Offset:  324 Size:     4 [unused]
//   float g_far;                       // Offset:  328 Size:     4 [unused]
//   float g_near;                      // Offset:  332 Size:     4
//   float3 g_eye;                      // Offset:  336 Size:    12 [unused]
//   float2 g_fbTexCoef;                // Offset:  352 Size:     8 [unused]
//   float g_vs_fadeNearStart;          // Offset:  384 Size:     4
//   float g_vs_fadeNearDist;           // Offset:  388 Size:     4
//   float g_vs_fadeFarStart;           // Offset:  392 Size:     4
//   float g_vs_fadeFarDist;            // Offset:  396 Size:     4
//   float4 g_vs_softSpriteParam;       // Offset:  400 Size:    16 [unused]
//   float2 g_vs_softSpriteScaleOffset; // Offset:  416 Size:     8
//   float2 g_vs_softSpriteScaleOffsetDummy;// Offset:  424 Size:     8 [unused]
//   float3 g_vs_cameraPos;             // Offset:  432 Size:    12 [unused]
//   float4x4 g_vs_irradianceVolumeInvMatA;// Offset:  448 Size:    64 [unused]
//   float4x4 g_vs_irradianceVolumeInvMatB;// Offset:  512 Size:    64 [unused]
//   float g_vs_irradianceVolumeInterpRatio;// Offset:  576 Size:     4 [unused]
//   int g_vs_bEnableLighting;          // Offset:  580 Size:     4 [unused]
//   float g_vs_irradianceVolumeDiffuseColorScaleA;// Offset:  584 Size:     4 [unused]
//   float g_vs_irradianceVolumeDiffuseColorScaleB;// Offset:  588 Size:     4 [unused]
//   float g_vs_irradianceVolumeEnableA;// Offset:  592 Size:     4 [unused]
//   float g_vs_irradianceVolumeEnableB;// Offset:  596 Size:     4 [unused]
//   int g_vs_isIVUpper;                // Offset:  600 Size:     4 [unused]
//   float g_vs_PS_widthScare;          // Offset:  604 Size:     4 [unused]
//   float4 g_vs_irradianceVolumeSamplingParamA;// Offset:  608 Size:    16 [unused]
//   float4 g_vs_irradianceVolumeSamplingParamB;// Offset:  624 Size:    16 [unused]
//
//   struct TileBasedLightingParam
//   {
//
//       float4 screenSize;             // Offset:  640
//       float frustumNear;             // Offset:  656
//       float frustumSliceScale;       // Offset:  660
//       float frustumSliceBias;        // Offset:  664
//       uint isDynamicLightEnable;     // Offset:  668
//       uint lightTile_Width;          // Offset:  672
//       uint lightTile_NumCellX;       // Offset:  676
//       uint padding[2];               // Offset:  688
//
//   } g_vs_tileBasedLightingParam;     // Offset:  640 Size:    68 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// VSCommonBuffer                    cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xy w
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   x           3     NONE   float   x
// SV_POSITION              0   xyzw        4      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[27], immediateIndexed
dcl_input v0.xyw
dcl_input v1.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.x
dcl_output_siv o4.xyzw, position

dcl_temps 34
dcl_resource_texture2d (float,float,float,float) t125

mov o0.xyzw, v1.xyzw
mov o1.xyzw, l(1.000000,1.000000,1.000000,1.000000)
add r0.x, l(1.000000), cb0[20].w
mad r0.y, cb0[26].x, l(0.500000), cb0[26].y
add r0.y, -r0.y, v0.w
add r0.z, -r0.y, r0.x
lt r0.x, r0.y, r0.x
min r0.z, r0.z, l(1.000000)
add r0.w, -r0.y, v0.w
mad r0.z, r0.z, r0.w, r0.y
movc r0.x, r0.x, r0.z, r0.y
mov o2.z, r0.x
div r0.zw, v0.xxxy, v0.wwww
mad o2.xy, r0.zwzz, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.z, l(0.500000), cb0[26].x
mad o2.w, cb0[26].y, l(2.000000), r0.z
div r1.x, l(-1.000000), cb0[24].y
div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[24].w
add r0.zw, v0.wwww, -cb0[24].xxxz
mul_sat r0.zw, r1.xxxy, r0.zzzw
add r0.zw, -r0.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
mul r0.z, r0.w, r0.z
add r1.xy, v0.wwww, -cb0[24].zxzz
div_sat r0.w, r1.y, -cb0[24].y
div_sat r1.x, r1.x, cb0[24].w
add r1.x, -r1.x, l(1.000000)
add r0.w, -r0.w, l(1.000000)
ge r1.yz, l(0.000000, 0.000100, 0.000100, 0.000000), cb0[24].yywy
movc r0.z, r1.z, r0.w, r0.z
movc r0.z, r1.y, r1.x, r0.z
and r0.w, r1.z, r1.y
movc o3.x, r0.w, l(1.000000), r0.z
mov r0.y, l(1.000000)
dp2 r0.y, r0.xyxx, cb0[10].zwzz
div r0.x, v0.w, r0.x
mul o4.z, r0.y, r0.x

ld_indexable(texture2d)(float,float,float,float) r33.xyzw, l(0, 0, 0, 0), t125.xyzw
mov r20.xyzw, v0.xyzw
add r33.w, r20.w, -r33.y
mul r33.w, r33.w, r33.x

add r20.x, r20.x, -r33.w
mov o4.xyw, r20.xyxw

//mov o4.xyw, v0.xyxw



ret
// Approximately 38 instruction slots used

