//--vs_2_0--//
float4 Unknown_c13 : register(c13);
float4 Unknown_c14 : register(c14);
float4 Unknown_c15 : register(c15);
float4 Unknown_c16 : register(c16);
float4 Unknown_c17 : register(c17);
float4 Unknown_c18 : register(c18);
float4 Unknown_c19 : register(c19);
float4 Unknown_c20 : register(c20);
struct vs_in
{
float4 Position : POSITION;
float4 texcoord : TEXCOORD0;
float4 color : COLOR;
};
struct vs_out
{
float4 Position : POSITION ;
float4 Tex0 : TEXCOORD0 ; // TILING, WOMAN.
float4 Tex1 : TEXCOORD1 ;
float4 Tex2 : TEXCOORD2 ;
float4 Tex3 : TEXCOORD3 ;
};
void main(in vs_in IN, out vs_out OUT)
{
OUT.Position = IN.Position; //^^^^^
OUT.Tex0.x = 2 * mul(IN.texcoord, Unknown_c13); //waves- shift makes it look like it's waving as in real water
OUT.Tex0.y = 4 * mul(IN.texcoord, Unknown_c14); //water
OUT.Tex1.x = 5 * mul(IN.texcoord, Unknown_c15); //water
OUT.Tex1.y = 5 *mul(IN.texcoord, Unknown_c16); //water
OUT.Tex2.x = 1.4 * mul(IN.texcoord, Unknown_c17); //not water?
OUT.Tex2.y = 2 * mul(IN.texcoord, Unknown_c18);
OUT.Tex3.x = 1.35 * mul(IN.texcoord, Unknown_c19);
OUT.Tex3.y = 1.25 * mul(IN.texcoord, Unknown_c20);
};
// vs_1_1
// dcl_position v0
// dcl_texcoord v4
// dcl_color v9
// mov oPos, v0 //^^^^^
// dp4 oT0.x, v4, c13
// dp4 oT0.y, v4, c14
// dp4 oT1.x, v4, c15
// dp4 oT1.y, v4, c16
// dp4 oT2.x, v4, c17
// dp4 oT2.y, v4, c18
// dp4 oT3.x, v4, c19
// dp4 oT3.y, v4, c20
// approximately 9 instruction slots used
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