//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.08.299.0000
//
//   vsa shaderdump19/SKIN2016.vso /Fcshaderdump19/SKIN2016.vso.dis
//
//
// Parameters:
//
float4 EyePosition : register(c25);
float4 LightPosition[3] : register(c16);
row_major float4x4 ModelViewProj : register(c0);
//
//
// Registers:
//
//   Name          Reg   Size
//   ------------- ----- ----
//   ModelViewProj[0] const_0        1
//   ModelViewProj[1] const_1        1
//   ModelViewProj[2] const_2        1
//   ModelViewProj[3] const_3        1
//   LightPosition[0] const_16       1
//   LightPosition[1] const_17       1
//   EyePosition   const_25      1
//


// Structures:

struct VS_INPUT {
    float4 Position : POSITION;
    float3 tangent : TANGENT;
    float3 binormal : BINORMAL;
    float3 normal : NORMAL;
    float4 BaseUV : TEXCOORD0;

#define	TanSpaceProj	float3x3(IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz)
};

struct VS_OUTPUT {
    float4 Position : POSITION;
    float2 BaseUV : TEXCOORD0;
    float3 Light0Dir : TEXCOORD1;
    float3 Light1Dir : TEXCOORD2;
    float4 Att0UV : TEXCOORD4;
    float4 Att1UV : TEXCOORD5;
    float3 CameraDir : TEXCOORD7;
};

// Code:

VS_OUTPUT main(VS_INPUT IN) {
    VS_OUTPUT OUT;

#define	expand(v)		(((v) - 0.5) / 0.5)
#define	compress(v)		(((v) * 0.5) + 0.5)

    float3 lit1;
    float3 lit3;

    OUT.Position.xyzw = mul(ModelViewProj, IN.Position.xyzw);
    lit3.xyz = LightPosition[1].xyz - IN.Position.xyz;
    lit1.xyz = LightPosition[0].xyz - IN.Position.xyz;
    OUT.BaseUV.xy = IN.BaseUV.xy;
    OUT.Light0Dir.xyz = mul(TanSpaceProj, normalize(lit1.xyz));
    OUT.Light1Dir.xyz = mul(TanSpaceProj, normalize(lit3.xyz));
    OUT.Att0UV.w = 0.5;
    OUT.Att0UV.xyz = compress(lit1.xyz / LightPosition[0].w);
	// [-1,+1] to [0,1]
    OUT.Att1UV.w = 0.5;
    OUT.Att1UV.xyz = compress(lit3.xyz / LightPosition[1].w);
	// [-1,+1] to [0,1]
    OUT.CameraDir.xyz = normalize(mul(TanSpaceProj, normalize(EyePosition.xyz - IN.Position.xyz)));

    return OUT;
};

// approximately 37 instruction slots used
