// Similar shader found to match blood pool type decal.
// Unknown location.

cbuffer cbDefaultXSC : register(b0)
{
  float4x4 ViewProj : packoffset(c0);
  float4x4 ViewMatrix : packoffset(c4);
  float4x4 SecondaryProj : packoffset(c8);
  float4x4 SecondaryViewProj : packoffset(c12);
  float4x4 SecondaryInvViewProj : packoffset(c16);
  float4 ConstantColour : packoffset(c20);
  float4 Time : packoffset(c21);
  float4 CameraPosition : packoffset(c22);
  float4 InvProjectionParams : packoffset(c23);
  float4 SecondaryInvProjectionParams : packoffset(c24);
  float4 ShaderDebugParams : packoffset(c25);
  float4 ToneMappingDebugParams : packoffset(c26);
  float4 HDR_EncodeScale2 : packoffset(c27);
  float4 EmissiveSurfaceMultiplier : packoffset(c28);
  float4 AlphaLight_OffsetScale : packoffset(c29);
  float4 TessellationScaleFactor : packoffset(c30);
  float4 FogNearColour : packoffset(c31);
  float4 FogFarColour : packoffset(c32);
  float4 FogParams : packoffset(c33);
  float4 AdvanceEnvironmentShaderDebugParams : packoffset(c34);
  float4 SMAA_RTMetrics : packoffset(c35);
}

cbuffer cbDefaultVSC : register(b1)
{
  float4x4 ProjMatrix : packoffset(c0);
  float4x4 TextureTransform : packoffset(c4);
  float4x4 InvViewProj : packoffset(c8);
  float4x4 PrevViewProj : packoffset(c12);
  float4x4 PrevSecViewProj : packoffset(c16);
  float4 TextureScaleBias : packoffset(c20);
  float4 RenderTargetSizeVS : packoffset(c21);
  float4 RenderTargetResolutionVS : packoffset(c22);
  float4 MorphTargetParams : packoffset(c23);
  float4 OnePixelStepForS0VS : packoffset(c24);
  float4 ScreenRes[2] : packoffset(c25);
  float4 ClearSurfaceColor : packoffset(c27);
  float4 ClearSurfaceDepth : packoffset(c28);
  float4 VertexDepthClamp : packoffset(c29);
  float4 FlareScreenAspect : packoffset(c30);
  float4 DecalParams : packoffset(c31);
  float4 UserClipPlane0 : packoffset(c32);
  float4 UserClipPlane1 : packoffset(c33);
  float4 UserClipPlane2 : packoffset(c34);
  float4 UserClipPlane3 : packoffset(c35);
  float4 DecalScaleParams : packoffset(c36);
  float4 MipLevel : packoffset(c37);
}

cbuffer cbModelVSC : register(b4)
{
  float4 VertexScale : packoffset(c0);
}

cbuffer cbUbershaderXSC : register(b5)
{
  float4 rp_parameter_vs[32] : packoffset(c0);
  float4 rp_parameter_ps[32] : packoffset(c32);
}

cbuffer cbInstanceXSC : register(b10)
{
  float4x4 WorldMatrix : packoffset(c0);
  float4 LightmapTransform : packoffset(c4);
  float4 RInstConstants[6] : packoffset(c5);
  float4 RadiosityProbeTexcoordAndScale : packoffset(c11);
}

Texture2D<float4> StereoParams : register(t125);

void main(
  float4 v0 : POSITION0,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : TEXCOORD1,
  out float4 o2 : TEXCOORD2,
  out float4 o3 : TEXCOORD3,
  out float4 o4 : TEXCOORD4,
  out float4 o5 : TEXCOORD5,
  out float4 o6 : TEXCOORD6,
  out float4 o7 : TEXCOORD7,
  out float4 o8 : TEXCOORD8,
  out float4 o9 : TEXCOORD9,
  out float4 o10 : SV_Position0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask;
  o0.w = DecalParams.x;
  r0.x = WorldMatrix._m20;
  r0.y = WorldMatrix._m21;
  r0.z = WorldMatrix._m22;
  o0.xyz = DecalScaleParams.zzz * r0.xyz;
  r0.w = DecalParams.y + -Time.x;
  o1.w = saturate(r0.w / rp_parameter_vs[0].x);
  r1.x = WorldMatrix._m10;
  r1.y = WorldMatrix._m11;
  r1.z = WorldMatrix._m12;
  r2.xyz = DecalScaleParams.yyy * r1.xyz;
  o1.xyz = r2.xyz;
  o4.w = -r2.y;
  o2.w = 0.000000000e+000;
  r2.x = WorldMatrix._m00;
  r2.y = WorldMatrix._m01;
  r2.z = WorldMatrix._m02;
  r3.xyz = DecalScaleParams.xxx * r2.xyz;
  o2.xyz = r3.xyz;
  o4.z = -r3.y;
  r3.xyz = VertexScale.xxx * v0.xyz;
  r3.xyz = DecalScaleParams.xyz * r3.xyz;
  r3.w = 1.000000000e+000;
  r4.x = dot(r3.xyzw, WorldMatrix._m00_m10_m20_m30);
  r4.y = dot(r3.xyzw, WorldMatrix._m01_m11_m21_m31);
  r4.z = dot(r3.xyzw, WorldMatrix._m02_m12_m22_m32);
  r4.w = 1.000000000e+000;
  r3.z = dot(r4.xyzw, ViewProj._m02_m12_m22_m32);
  r3.x = dot(r4.xyzw, ViewProj._m00_m10_m20_m30);
  r3.y = dot(r4.xyzw, ViewProj._m01_m11_m21_m31);
  r3.w = dot(r4.xyzw, ViewProj._m03_m13_m23_m33);
  o3.xyzw = r3.xyzw;
  o10.xyzw = r3.xyzw;

// Following textures were at wrong depth.  Using Mike's fix for blood pools.
float4 stereo = StereoParams.Load(0);
r3.x += stereo.x * (r3.w - stereo.y);

  r3.xy = r3.xy / r3.ww;
  r3.xy = r3.xy * float2(5.000000e-001,-5.000000e-001) + float2(5.000000e-001,5.000000e-001);
  r3.xy = r3.xy * RenderTargetSizeVS.xy + RenderTargetSizeVS.zw;
  o4.xy = r3.xy * r3.ww;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = 1.000000e+000 / r0.w;
  r2.xyz = r2.xyz * r0.www;
  r3.x = WorldMatrix._m30;
  r3.y = WorldMatrix._m31;
  r3.z = WorldMatrix._m32;
  r2.w = dot(-r3.xyz, r2.xyz);
  r4.xyz = float3(1.000000e+000,1.000000e+000,1.000000e+000) / DecalScaleParams.xyz;
  r2.xyzw = r4.xxxx * r2.xyzw;
  r5.xyzw = InvViewProj._m01_m11_m21_m31 * r2.yyyy;
  r5.xyzw = InvViewProj._m00_m10_m20_m30 * r2.xxxx + r5.xyzw;
  r5.xyzw = InvViewProj._m02_m12_m22_m32 * r2.zzzz + r5.xyzw;
  r2.xyzw = InvViewProj._m03_m13_m23_m33 * r2.wwww + r5.xyzw;
  o5.x = r2.x;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = 1.000000e+000 / r0.w;
  r1.xyz = r1.xyz * r0.www;
  r1.w = dot(-r3.xyz, r1.xyz);
  r1.xyzw = r1.xyzw * r4.yyyy;
  r5.xyzw = InvViewProj._m01_m11_m21_m31 * r1.yyyy;
  r5.xyzw = InvViewProj._m00_m10_m20_m30 * r1.xxxx + r5.xyzw;
  r5.xyzw = InvViewProj._m02_m12_m22_m32 * r1.zzzz + r5.xyzw;
  r1.xyzw = InvViewProj._m03_m13_m23_m33 * r1.wwww + r5.xyzw;
  o5.y = r1.x;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = 1.000000e+000 / r0.w;
  r0.xyz = r0.xyz * r0.www;
  r0.w = dot(-r3.xyz, r0.xyz);
  r0.xyzw = r0.xyzw * r4.zzzz;
  r3.xyzw = InvViewProj._m01_m11_m21_m31 * r0.yyyy;
  r3.xyzw = InvViewProj._m00_m10_m20_m30 * r0.xxxx + r3.xyzw;
  r3.xyzw = InvViewProj._m02_m12_m22_m32 * r0.zzzz + r3.xyzw;
  r0.xyzw = InvViewProj._m03_m13_m23_m33 * r0.wwww + r3.xyzw;
  o5.z = r0.x;
  o5.w = InvViewProj._m03;
  o6.x = r2.y;
  o6.y = r1.y;
  o6.z = r0.y;
  o6.w = InvViewProj._m13;
  o7.x = r2.z;
  o8.x = r2.w;
  o7.y = r1.z;
  o8.y = r1.w;
  o7.z = r0.z;
  o8.z = r0.w;
  o7.w = InvViewProj._m23;
  o8.w = InvViewProj._m33;
  o9.x = WorldMatrix._m30;
  o9.y = WorldMatrix._m31;
  o9.z = WorldMatrix._m32;
  o9.w = 0.000000000e+000;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions: 
//
// cbuffer cbDefaultXSC
// {
//
//   float4x4 ViewProj;                 // Offset:    0 Size:    64
//   float4x4 ViewMatrix;               // Offset:   64 Size:    64 [unused]
//   float4x4 SecondaryProj;            // Offset:  128 Size:    64 [unused]
//   float4x4 SecondaryViewProj;        // Offset:  192 Size:    64 [unused]
//   float4x4 SecondaryInvViewProj;     // Offset:  256 Size:    64 [unused]
//   float4 ConstantColour;             // Offset:  320 Size:    16 [unused]
//   float4 Time;                       // Offset:  336 Size:    16
//   float4 CameraPosition;             // Offset:  352 Size:    16 [unused]
//   float4 InvProjectionParams;        // Offset:  368 Size:    16 [unused]
//   float4 SecondaryInvProjectionParams;// Offset:  384 Size:    16 [unused]
//   float4 ShaderDebugParams;          // Offset:  400 Size:    16 [unused]
//   float4 ToneMappingDebugParams;     // Offset:  416 Size:    16 [unused]
//   float4 HDR_EncodeScale2;           // Offset:  432 Size:    16 [unused]
//   float4 EmissiveSurfaceMultiplier;  // Offset:  448 Size:    16 [unused]
//   float4 AlphaLight_OffsetScale;     // Offset:  464 Size:    16 [unused]
//   float4 TessellationScaleFactor;    // Offset:  480 Size:    16 [unused]
//   float4 FogNearColour;              // Offset:  496 Size:    16 [unused]
//   float4 FogFarColour;               // Offset:  512 Size:    16 [unused]
//   float4 FogParams;                  // Offset:  528 Size:    16 [unused]
//   float4 AdvanceEnvironmentShaderDebugParams;// Offset:  544 Size:    16 [unused]
//   float4 SMAA_RTMetrics;             // Offset:  560 Size:    16 [unused]
//
// }
//
// cbuffer cbDefaultVSC
// {
//
//   float4x4 ProjMatrix;               // Offset:    0 Size:    64 [unused]
//   float4x4 TextureTransform;         // Offset:   64 Size:    64 [unused]
//   float4x4 InvViewProj;              // Offset:  128 Size:    64
//   float4x4 PrevViewProj;             // Offset:  192 Size:    64 [unused]
//   float4x4 PrevSecViewProj;          // Offset:  256 Size:    64 [unused]
//   float4 TextureScaleBias;           // Offset:  320 Size:    16 [unused]
//   float4 RenderTargetSizeVS;         // Offset:  336 Size:    16
//   float4 RenderTargetResolutionVS;   // Offset:  352 Size:    16 [unused]
//   float4 MorphTargetParams;          // Offset:  368 Size:    16 [unused]
//   float4 OnePixelStepForS0VS;        // Offset:  384 Size:    16 [unused]
//   float4 ScreenRes[2];               // Offset:  400 Size:    32 [unused]
//   float4 ClearSurfaceColor;          // Offset:  432 Size:    16 [unused]
//   float4 ClearSurfaceDepth;          // Offset:  448 Size:    16 [unused]
//   float4 VertexDepthClamp;           // Offset:  464 Size:    16 [unused]
//   float4 FlareScreenAspect;          // Offset:  480 Size:    16 [unused]
//   float4 DecalParams;                // Offset:  496 Size:    16
//   float4 UserClipPlane0;             // Offset:  512 Size:    16 [unused]
//   float4 UserClipPlane1;             // Offset:  528 Size:    16 [unused]
//   float4 UserClipPlane2;             // Offset:  544 Size:    16 [unused]
//   float4 UserClipPlane3;             // Offset:  560 Size:    16 [unused]
//   float4 DecalScaleParams;           // Offset:  576 Size:    16
//   float4 MipLevel;                   // Offset:  592 Size:    16 [unused]
//
// }
//
// cbuffer cbModelVSC
// {
//
//   float4 VertexScale;                // Offset:    0 Size:    16
//
// }
//
// cbuffer cbUbershaderXSC
// {
//
//   float4 rp_parameter_vs[32];        // Offset:    0 Size:   512
//   float4 rp_parameter_ps[32];        // Offset:  512 Size:   512 [unused]
//
// }
//
// cbuffer cbInstanceXSC
// {
//
//   float4x4 WorldMatrix;              // Offset:    0 Size:    64
//   float4 LightmapTransform;          // Offset:   64 Size:    16 [unused]
//   float4 RInstConstants[6];          // Offset:   80 Size:    96 [unused]
//   float4 RadiosityProbeTexcoordAndScale;// Offset:  176 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cbDefaultXSC                      cbuffer      NA          NA    0        1
// cbDefaultVSC                      cbuffer      NA          NA    1        1
// cbModelVSC                        cbuffer      NA          NA    4        1
// cbUbershaderXSC                   cbuffer      NA          NA    5        1
// cbInstanceXSC                     cbuffer      NA          NA   10        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz 
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyzw        6     NONE   float   xyzw
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
// TEXCOORD                 8   xyzw        8     NONE   float   xyzw
// TEXCOORD                 9   xyzw        9     NONE   float   xyzw
// SV_Position              0   xyzw       10      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[22], immediateIndexed
dcl_constantbuffer cb1[37], immediateIndexed
dcl_constantbuffer cb4[1], immediateIndexed
dcl_constantbuffer cb5[1], immediateIndexed
dcl_constantbuffer cb10[3], immediateIndexed
dcl_input v0.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_output_siv o10.xyzw, position
dcl_temps 6
mov o0.w, cb1[31].x
mov r0.x, cb10[0].z
mov r0.y, cb10[1].z
mov r0.z, cb10[2].z
mul o0.xyz, r0.xyzx, cb1[36].zzzz
add r0.w, -cb0[21].x, cb1[31].y
div_sat o1.w, r0.w, cb5[0].x
mov r1.x, cb10[0].y
mov r1.y, cb10[1].y
mov r1.z, cb10[2].y
mul r2.xyz, r1.xyzx, cb1[36].yyyy
mov o1.xyz, r2.xyzx
mov o4.w, -r2.y
mov o2.w, l(0)
mov r2.x, cb10[0].x
mov r2.y, cb10[1].x
mov r2.z, cb10[2].x
mul r3.xyz, r2.xyzx, cb1[36].xxxx
mov o2.xyz, r3.xyzx
mov o4.z, -r3.y
mul r3.xyz, v0.xyzx, cb4[0].xxxx
mul r3.xyz, r3.xyzx, cb1[36].xyzx
mov r3.w, l(1.000000)
dp4 r4.x, r3.xyzw, cb10[0].xyzw
dp4 r4.y, r3.xyzw, cb10[1].xyzw
dp4 r4.z, r3.xyzw, cb10[2].xyzw
mov r4.w, l(1.000000)
dp4 r3.z, r4.xyzw, cb0[2].xyzw
dp4 r3.x, r4.xyzw, cb0[0].xyzw
dp4 r3.y, r4.xyzw, cb0[1].xyzw
dp4 r3.w, r4.xyzw, cb0[3].xyzw
mov o3.xyzw, r3.xyzw
mov o10.xyzw, r3.xyzw
div r3.xy, r3.xyxx, r3.wwww
mad r3.xy, r3.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mad r3.xy, r3.xyxx, cb1[21].xyxx, cb1[21].zwzz
mul o4.xy, r3.wwww, r3.xyxx
dp3 r0.w, r2.xyzx, r2.xyzx
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mov r3.x, cb10[0].w
mov r3.y, cb10[1].w
mov r3.z, cb10[2].w
dp3 r2.w, -r3.xyzx, r2.xyzx
div r4.xyz, l(1.000000, 1.000000, 1.000000, 1.000000), cb1[36].xyzx
mul r2.xyzw, r2.xyzw, r4.xxxx
mul r5.xyzw, r2.yyyy, cb1[9].xyzw
mad r5.xyzw, cb1[8].xyzw, r2.xxxx, r5.xyzw
mad r5.xyzw, cb1[10].xyzw, r2.zzzz, r5.xyzw
mad r2.xyzw, cb1[11].xyzw, r2.wwww, r5.xyzw
mov o5.x, r2.x
dp3 r0.w, r1.xyzx, r1.xyzx
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r1.xyz, r0.wwww, r1.xyzx
dp3 r1.w, -r3.xyzx, r1.xyzx
mul r1.xyzw, r4.yyyy, r1.xyzw
mul r5.xyzw, r1.yyyy, cb1[9].xyzw
mad r5.xyzw, cb1[8].xyzw, r1.xxxx, r5.xyzw
mad r5.xyzw, cb1[10].xyzw, r1.zzzz, r5.xyzw
mad r1.xyzw, cb1[11].xyzw, r1.wwww, r5.xyzw
mov o5.y, r1.x
dp3 r0.w, r0.xyzx, r0.xyzx
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, -r3.xyzx, r0.xyzx
mul r0.xyzw, r4.zzzz, r0.xyzw
mul r3.xyzw, r0.yyyy, cb1[9].xyzw
mad r3.xyzw, cb1[8].xyzw, r0.xxxx, r3.xyzw
mad r3.xyzw, cb1[10].xyzw, r0.zzzz, r3.xyzw
mad r0.xyzw, cb1[11].xyzw, r0.wwww, r3.xyzw
mov o5.z, r0.x
mov o5.w, cb1[11].x
mov o6.x, r2.y
mov o6.y, r1.y
mov o6.z, r0.y
mov o6.w, cb1[11].y
mov o7.x, r2.z
mov o8.x, r2.w
mov o7.y, r1.z
mov o8.y, r1.w
mov o7.z, r0.z
mov o8.z, r0.w
mov o7.w, cb1[11].z
mov o8.w, cb1[11].w
mov o9.x, cb10[0].w
mov o9.y, cb10[1].w
mov o9.z, cb10[2].w
mov o9.w, l(0)
ret 
// Approximately 89 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Recompiled ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
//
// Buffer Definitions: 
//
// cbuffer cbDefaultXSC
// {
//
//   float4x4 ViewProj;                 // Offset:    0 Size:    64
//   float4x4 ViewMatrix;               // Offset:   64 Size:    64 [unused]
//   float4x4 SecondaryProj;            // Offset:  128 Size:    64 [unused]
//   float4x4 SecondaryViewProj;        // Offset:  192 Size:    64 [unused]
//   float4x4 SecondaryInvViewProj;     // Offset:  256 Size:    64 [unused]
//   float4 ConstantColour;             // Offset:  320 Size:    16 [unused]
//   float4 Time;                       // Offset:  336 Size:    16
//   float4 CameraPosition;             // Offset:  352 Size:    16 [unused]
//   float4 InvProjectionParams;        // Offset:  368 Size:    16 [unused]
//   float4 SecondaryInvProjectionParams;// Offset:  384 Size:    16 [unused]
//   float4 ShaderDebugParams;          // Offset:  400 Size:    16 [unused]
//   float4 ToneMappingDebugParams;     // Offset:  416 Size:    16 [unused]
//   float4 HDR_EncodeScale2;           // Offset:  432 Size:    16 [unused]
//   float4 EmissiveSurfaceMultiplier;  // Offset:  448 Size:    16 [unused]
//   float4 AlphaLight_OffsetScale;     // Offset:  464 Size:    16 [unused]
//   float4 TessellationScaleFactor;    // Offset:  480 Size:    16 [unused]
//   float4 FogNearColour;              // Offset:  496 Size:    16 [unused]
//   float4 FogFarColour;               // Offset:  512 Size:    16 [unused]
//   float4 FogParams;                  // Offset:  528 Size:    16 [unused]
//   float4 AdvanceEnvironmentShaderDebugParams;// Offset:  544 Size:    16 [unused]
//   float4 SMAA_RTMetrics;             // Offset:  560 Size:    16 [unused]
//
// }
//
// cbuffer cbDefaultVSC
// {
//
//   float4x4 ProjMatrix;               // Offset:    0 Size:    64 [unused]
//   float4x4 TextureTransform;         // Offset:   64 Size:    64 [unused]
//   float4x4 InvViewProj;              // Offset:  128 Size:    64
//   float4x4 PrevViewProj;             // Offset:  192 Size:    64 [unused]
//   float4x4 PrevSecViewProj;          // Offset:  256 Size:    64 [unused]
//   float4 TextureScaleBias;           // Offset:  320 Size:    16 [unused]
//   float4 RenderTargetSizeVS;         // Offset:  336 Size:    16
//   float4 RenderTargetResolutionVS;   // Offset:  352 Size:    16 [unused]
//   float4 MorphTargetParams;          // Offset:  368 Size:    16 [unused]
//   float4 OnePixelStepForS0VS;        // Offset:  384 Size:    16 [unused]
//   float4 ScreenRes[2];               // Offset:  400 Size:    32 [unused]
//   float4 ClearSurfaceColor;          // Offset:  432 Size:    16 [unused]
//   float4 ClearSurfaceDepth;          // Offset:  448 Size:    16 [unused]
//   float4 VertexDepthClamp;           // Offset:  464 Size:    16 [unused]
//   float4 FlareScreenAspect;          // Offset:  480 Size:    16 [unused]
//   float4 DecalParams;                // Offset:  496 Size:    16
//   float4 UserClipPlane0;             // Offset:  512 Size:    16 [unused]
//   float4 UserClipPlane1;             // Offset:  528 Size:    16 [unused]
//   float4 UserClipPlane2;             // Offset:  544 Size:    16 [unused]
//   float4 UserClipPlane3;             // Offset:  560 Size:    16 [unused]
//   float4 DecalScaleParams;           // Offset:  576 Size:    16
//   float4 MipLevel;                   // Offset:  592 Size:    16 [unused]
//
// }
//
// cbuffer cbModelVSC
// {
//
//   float4 VertexScale;                // Offset:    0 Size:    16
//
// }
//
// cbuffer cbUbershaderXSC
// {
//
//   float4 rp_parameter_vs[32];        // Offset:    0 Size:   512
//   float4 rp_parameter_ps[32];        // Offset:  512 Size:   512 [unused]
//
// }
//
// cbuffer cbInstanceXSC
// {
//
//   float4x4 WorldMatrix;              // Offset:    0 Size:    64
//   float4 LightmapTransform;          // Offset:   64 Size:    16 [unused]
//   float4 RInstConstants[6];          // Offset:   80 Size:    96 [unused]
//   float4 RadiosityProbeTexcoordAndScale;// Offset:  176 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cbDefaultXSC                      cbuffer      NA          NA    0        1
// cbDefaultVSC                      cbuffer      NA          NA    1        1
// cbModelVSC                        cbuffer      NA          NA    4        1
// cbUbershaderXSC                   cbuffer      NA          NA    5        1
// cbInstanceXSC                     cbuffer      NA          NA   10        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz 
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyzw        6     NONE   float   xyzw
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
// TEXCOORD                 8   xyzw        8     NONE   float   xyzw
// TEXCOORD                 9   xyzw        9     NONE   float   xyzw
// SV_Position              0   xyzw       10      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[22], immediateIndexed
dcl_constantbuffer cb1[37], immediateIndexed
dcl_constantbuffer cb4[1], immediateIndexed
dcl_constantbuffer cb5[1], immediateIndexed
dcl_constantbuffer cb10[3], immediateIndexed
dcl_input v0.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_output_siv o10.xyzw, position
dcl_temps 6
mov o0.w, cb1[31].x
mov r0.x, cb10[0].z
mov r0.y, cb10[1].z
mov r0.z, cb10[2].z
mul o0.xyz, r0.xyzx, cb1[36].zzzz
add r0.w, -cb0[21].x, cb1[31].y
div_sat o1.w, r0.w, cb5[0].x
mov r1.x, cb10[0].y
mov r1.y, cb10[1].y
mov r1.z, cb10[2].y
mul r2.xyz, r1.xyzx, cb1[36].yyyy
mov o1.xyz, r2.xyzx
mov o4.w, -r2.y
mov o2.w, l(0)
mov r2.x, cb10[0].x
mov r2.y, cb10[1].x
mov r2.z, cb10[2].x
mul r3.xyz, r2.xyzx, cb1[36].xxxx
mov o2.xyz, r3.xyzx
mov o4.z, -r3.y
mul r3.xyz, v0.xyzx, cb4[0].xxxx
mul r3.xyz, r3.xyzx, cb1[36].xyzx
mov r3.w, l(1.000000)
dp4 r4.x, r3.xyzw, cb10[0].xyzw
dp4 r4.y, r3.xyzw, cb10[1].xyzw
dp4 r4.z, r3.xyzw, cb10[2].xyzw
mov r4.w, l(1.000000)
dp4 r3.z, r4.xyzw, cb0[2].xyzw
dp4 r3.x, r4.xyzw, cb0[0].xyzw
dp4 r3.y, r4.xyzw, cb0[1].xyzw
dp4 r3.w, r4.xyzw, cb0[3].xyzw
mov o3.xyzw, r3.xyzw
mov o10.xyzw, r3.xyzw
div r3.xy, r3.xyxx, r3.wwww
mad r3.xy, r3.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mad r3.xy, r3.xyxx, cb1[21].xyxx, cb1[21].zwzz
mul o4.xy, r3.wwww, r3.xyxx
dp3 r0.w, r2.xyzx, r2.xyzx
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mov r3.x, cb10[0].w
mov r3.y, cb10[1].w
mov r3.z, cb10[2].w
dp3 r2.w, -r3.xyzx, r2.xyzx
div r4.xyz, l(1.000000, 1.000000, 1.000000, 1.000000), cb1[36].xyzx
mul r2.xyzw, r2.xyzw, r4.xxxx
mul r5.xyzw, r2.yyyy, cb1[9].xyzw
mad r5.xyzw, cb1[8].xyzw, r2.xxxx, r5.xyzw
mad r5.xyzw, cb1[10].xyzw, r2.zzzz, r5.xyzw
mad r2.xyzw, cb1[11].xyzw, r2.wwww, r5.xyzw
mov o5.x, r2.x
dp3 r0.w, r1.xyzx, r1.xyzx
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r1.xyz, r0.wwww, r1.xyzx
dp3 r1.w, -r3.xyzx, r1.xyzx
mul r1.xyzw, r4.yyyy, r1.xyzw
mul r5.xyzw, r1.yyyy, cb1[9].xyzw
mad r5.xyzw, cb1[8].xyzw, r1.xxxx, r5.xyzw
mad r5.xyzw, cb1[10].xyzw, r1.zzzz, r5.xyzw
mad r1.xyzw, cb1[11].xyzw, r1.wwww, r5.xyzw
mov o5.y, r1.x
dp3 r0.w, r0.xyzx, r0.xyzx
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, -r3.xyzx, r0.xyzx
mul r0.xyzw, r4.zzzz, r0.xyzw
mul r3.xyzw, r0.yyyy, cb1[9].xyzw
mad r3.xyzw, cb1[8].xyzw, r0.xxxx, r3.xyzw
mad r3.xyzw, cb1[10].xyzw, r0.zzzz, r3.xyzw
mad r0.xyzw, cb1[11].xyzw, r0.wwww, r3.xyzw
mov o5.z, r0.x
mov o5.w, cb1[11].x
mov o6.x, r2.y
mov o6.y, r1.y
mov o6.z, r0.y
mov o6.w, cb1[11].y
mov o7.x, r2.z
mov o8.x, r2.w
mov o7.y, r1.z
mov o8.y, r1.w
mov o7.z, r0.z
mov o8.z, r0.w
mov o7.w, cb1[11].z
mov o8.w, cb1[11].w
mov o9.x, cb10[0].w
mov o9.y, cb10[1].w
mov o9.z, cb10[2].w
mov o9.w, l(0)
ret 
// Approximately 89 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
