//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.08.299.0000
//
//   vsa shaderdump19/SKIN2004.vso /Fcshaderdump19/SKIN2004.vso.dis
//
//
// Parameters:
//
float4 EyePosition : register(c25);
float3 FogColor : register(c24);
float4 FogParam : register(c23);
float3 LightDirection[3] : register(c13);
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
//   LightDirection[0] const_13       1
//   LightPosition[0]  const_16       1
//   LightPosition[1]  const_17       1
//   FogParam       const_23      1
//   FogColor       const_24      1
//   EyePosition    const_25      1
//


// Structures:

struct VS_INPUT {
    float4 Position : POSITION;
    float3 tangent : TANGENT;
    float3 binormal : BINORMAL;
    float3 normal : NORMAL;
    float4 BaseUV : TEXCOORD0;
    float4 Color : COLOR0;

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

struct VS_OUTPUT {
    float4 Color : COLOR0;
    float4 Fog : COLOR1;
    float4 Position : POSITION;
    float2 BaseUV : TEXCOORD0;
    float3 Light0Dir : TEXCOORD1;
    float3 Light1Dir : TEXCOORD2;
    float4 Att1UV : TEXCOORD4;
    float3 CameraDir : TEXCOORD6;
};

// 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 mdl9;

    mdl9.xyz = mul(float3x4(ModelViewProj[0].xyzw, ModelViewProj[1].xyzw, ModelViewProj[2].xyzw), IN.Position.xyzw);
    lit1.xyz = LightPosition[1].xyz - IN.Position.xyz;
    OUT.Color.rgba = IN.Color.rgba;
    OUT.Fog.a = 1 - saturate((FogParam.x - length(mdl9.xyz)) / FogParam.y);
    OUT.Fog.rgb = FogColor.rgb;
    OUT.Position.w = dot(ModelViewProj[3].xyzw, IN.Position.xyzw);
    OUT.Position.xyz = mdl9.xyz;
    OUT.BaseUV.xy = IN.BaseUV.xy;
    OUT.Light0Dir.xyz = normalize(mul(TanSpaceProj, LightDirection[0].xyz));
    OUT.Light1Dir.xyz = mul(TanSpaceProj, normalize(lit1.xyz));
    OUT.Att1UV.w = 0.5;
    OUT.Att1UV.xyz = compress(lit1.xyz / LightPosition[1].w);
	// [-1,+1] to [0,1]
    OUT.CameraDir.xyz = normalize(mul(TanSpaceProj, normalize(EyePosition.xyz - IN.Position.xyz)));

    return OUT;
};

// approximately 46 instruction slots used
