// VS for L12 train station reflection

// ---- Created with geo-11 v0.7.9 on Thu Jul  2 18:12:14 2026

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 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);
}



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


void main(
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  float3 v2 : NORMAL0,
  float4 v3 : COLOR0,
  float3 v4 : TANGENT0,
  float2 v5 : TEXCOORD2,
  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 : COLOR0,
  out float4 o8 : SV_Position0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.x = dot(v2.xyz, WorldMatrix._m00_m10_m20);
  o0.y = dot(v2.xyz, WorldMatrix._m01_m11_m21);
  o0.z = dot(v2.xyz, WorldMatrix._m02_m12_m22);
  o0.w = 0;
  r0.xy = v1.xy * float2(16,16) + RInstConstants[4].zw;
  o1.xy = RInstConstants[3].zw * r0.xy + RInstConstants[3].xy;
  r0.xy = v5.xy * LightmapTransform.xy + LightmapTransform.zw;
  o1.zw = float2(0.00390625,0.00390625) * r0.xy;
  o2.xyzw = RInstConstants[1].xyzw;
  r0.xyz = VertexScale.xxx * v0.xyz;
  r0.w = 1;
  r1.x = dot(r0.xyzw, WorldMatrix._m00_m10_m20_m30);
  r1.y = dot(r0.xyzw, WorldMatrix._m01_m11_m21_m31);
  r1.z = dot(r0.xyzw, WorldMatrix._m02_m12_m22_m32);
  o3.xyz = CameraPosition.xyz + -r1.xyz;
  r1.w = 1;
  r0.x = dot(r1.xyzw, ViewProj._m03_m13_m23_m33);
  o3.w = r0.x;
  o8.w = r0.x;
  r0.xyz = v4.zxy * v2.yzx;
  r0.xyz = v4.yzx * v2.zxy + -r0.xyz;
  r0.xyz = v0.www * r0.xyz;
  r2.x = dot(r0.xyz, WorldMatrix._m00_m10_m20);
  r2.y = dot(r0.xyz, WorldMatrix._m01_m11_m21);
  r2.z = dot(r0.xyz, WorldMatrix._m02_m12_m22);
  o4.xyz = rp_parameter_vs[0].xxx * r2.xyz;
  o4.w = 0;
  r0.x = dot(v4.xyz, WorldMatrix._m00_m10_m20);
  r0.y = dot(v4.xyz, WorldMatrix._m01_m11_m21);
  r0.z = dot(v4.xyz, WorldMatrix._m02_m12_m22);
  o5.xyz = rp_parameter_vs[0].xxx * r0.xyz;
  o5.w = 0;
  r0.x = -v3.z * RInstConstants[0].z + 1;
  r0.yzw = float3(1,1,1) + -rp_parameter_vs[1].xyz;
  o6.xyz = -r0.xxx * r0.yzw + float3(1,1,1);
  o6.w = 0;
  r0.xyzw = RInstConstants[0].xyzw * v3.xyzw;
  r0.x = saturate(r0.x + r0.y);
  o7.zw = r0.zw;
  r0.y = -0.5 + r0.x;
  o7.x = r0.x;
  r0.x = -abs(r0.y) * 2 + 1;
  o7.y = rp_parameter_vs[0].y * r0.x;
  o8.x = dot(r1.xyzw, ViewProj._m00_m10_m20_m30);
  o8.y = dot(r1.xyzw, ViewProj._m01_m11_m21_m31);
  o8.z = dot(r1.xyzw, ViewProj._m02_m12_m22_m32);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v0.7.9 on Thu Jul  2 18:12:14 2026
//
//
// 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 [unused]
//   float4 CameraPosition;             // Offset:  352 Size:    16
//   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 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
//   float4 RInstConstants[6];          // Offset:   80 Size:    96
//   float4 RadiosityProbeTexcoordAndScale;// Offset:  176 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cbDefaultXSC                      cbuffer      NA          NA    0        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   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// NORMAL                   0   xyz         2     NONE   float   xyz
// COLOR                    0   xyzw        3     NONE   float   xyzw
// TANGENT                  0   xyz         4     NONE   float   xyz
// TEXCOORD                 2   xy          5     NONE   float   xy
//
//
// 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
// COLOR                    0   xyzw        7     NONE   float   xyzw
// SV_Position              0   xyzw        8      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[23], immediateIndexed
dcl_constantbuffer CB4[1], immediateIndexed
dcl_constantbuffer CB5[2], immediateIndexed
dcl_constantbuffer CB10[10], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xyz
dcl_input v3.xyzw
dcl_input v4.xyz
dcl_input v5.xy
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_siv o8.xyzw, position
dcl_temps 3
dp3 o0.x, v2.xyzx, cb10[0].xyzx
dp3 o0.y, v2.xyzx, cb10[1].xyzx
dp3 o0.z, v2.xyzx, cb10[2].xyzx
mov o0.w, l(0)
mad r0.xy, v1.xyxx, l(16.000000, 16.000000, 0.000000, 0.000000), cb10[9].zwzz
mad o1.xy, cb10[8].zwzz, r0.xyxx, cb10[8].xyxx
mad r0.xy, v5.xyxx, cb10[4].xyxx, cb10[4].zwzz
mul o1.zw, r0.xxxy, l(0.000000, 0.000000, 0.00390625000, 0.00390625000)
mov o2.xyzw, cb10[6].xyzw
mul r0.xyz, v0.xyzx, cb4[0].xxxx
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, cb10[0].xyzw
dp4 r1.y, r0.xyzw, cb10[1].xyzw
dp4 r1.z, r0.xyzw, cb10[2].xyzw
add o3.xyz, -r1.xyzx, cb0[22].xyzx
mov r1.w, l(1.000000)
dp4 r0.x, r1.xyzw, cb0[3].xyzw
mov o3.w, r0.x
mov o8.w, r0.x
mul r0.xyz, v2.yzxy, v4.zxyz
mad r0.xyz, v4.yzxy, v2.zxyz, -r0.xyzx
mul r0.xyz, r0.xyzx, v0.wwww
dp3 r2.x, r0.xyzx, cb10[0].xyzx
dp3 r2.y, r0.xyzx, cb10[1].xyzx
dp3 r2.z, r0.xyzx, cb10[2].xyzx
mul o4.xyz, r2.xyzx, cb5[0].xxxx
mov o4.w, l(0)
dp3 r0.x, v4.xyzx, cb10[0].xyzx
dp3 r0.y, v4.xyzx, cb10[1].xyzx
dp3 r0.z, v4.xyzx, cb10[2].xyzx
mul o5.xyz, r0.xyzx, cb5[0].xxxx
mov o5.w, l(0)
mad r0.x, -v3.z, cb10[5].z, l(1.000000)
add r0.yzw, -cb5[1].xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
mad o6.xyz, -r0.xxxx, r0.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000)
mov o6.w, l(0)
mul r0.xyzw, v3.xyzw, cb10[5].xyzw
add_sat r0.x, r0.y, r0.x
mov o7.zw, r0.zzzw
add r0.y, r0.x, l(-0.500000)
mov o7.x, r0.x
mad r0.x, -|r0.y|, l(2.000000), l(1.000000)
mul o7.y, r0.x, cb5[0].y
dp4 o8.x, r1.xyzw, cb0[0].xyzw
dp4 o8.y, r1.xyzw, cb0[1].xyzw
dp4 o8.z, r1.xyzw, cb0[2].xyzw
ret
// Approximately 47 instruction slots used

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