// Cirrus Vert

cbuffer _Globals : register(b0)
{
  float4x4 viewproj : packoffset(c0);
  float4 cv4 : packoffset(c4);
  float4 cam : packoffset(c5);
  float4 LightDir : packoffset(c6);
  float4 Ambient : packoffset(c7);
  float4 TexSteps : packoffset(c8);
}

cbuffer CBFog : register(b1)
{

  struct
  {
    float4 vDesc;
    float4 vFogLayerPlane;
    float4 vFogLayerColor;
    float4 vFogLayerSettings;
    float4 vFogColor;
    float4 vFogDistance;
    float4 vSunColor;
    float4 vAmbient;
  } g_FogDesc : packoffset(c0);

}



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


void main(
  float3 v0 : POSITION0,
  float3 v1 : POSITION1,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float2 o3 : TEXCOORD2,
  out float4 o4 : COLOR0,
  out float4 o5 : COLOR1)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.y = -cam.y + v0.y;
  r0.xz = v0.xz;
  r1.x = dot(r0.xyz, r0.xyz);
  r1.y = sqrt(r1.x);
  r2.z = g_FogDesc.vFogDistance.x * r1.y;
  r0.w = 1;
  r3.x = dot(r0.xyzw, viewproj._m00_m10_m20_m30);
  r3.y = dot(r0.xyzw, viewproj._m01_m11_m21_m31);
  r3.z = dot(r0.xyzw, viewproj._m02_m12_m22_m32);
  r3.w = dot(r0.xyzw, viewproj._m03_m13_m23_m33);
  r2.xy = cam.xz * cv4.xx + v2.xy;
  o3.xy = float2(0.5,0.5) * r2.xy;
  r0.w = r2.z * r2.z;
  r0.w = saturate(r0.w * r2.z);
  r1.z = dot(g_FogDesc.vFogColor.xyz, float3(1,1,1));
  r1.z = cmp(0.00100000005 < r1.z);
  r1.w = log2(r0.w);
  r1.w = g_FogDesc.vDesc.x * r1.w;
  r1.w = exp2(r1.w);
  r4.xyz = g_FogDesc.vFogColor.xyz * r1.www;
  r4.xyz = log2(r4.xyz);
  r4.xyz = g_FogDesc.vFogColor.www * r4.xyz;
  r4.xyz = exp2(r4.xyz);
  r4.xyz = float3(-1.44269502,-1.44269502,-1.44269502) * r4.xyz;
  r4.xyz = exp2(r4.xyz);
  r4.xyz = float3(1,1,1) + -r4.xyz;
  r1.w = cmp(0.800000012 < r0.w);
  r1.z = r1.z ? r1.w : 0;
  if (r1.z != 0) {
    r0.w = -0.800000012 + r0.w;
    r0.w = 5 * r0.w;
    r5.xyz = float3(1,1,1) + -r4.xyz;
    r4.xyz = r0.www * r5.xyz + r4.xyz;
  }
  r0.w = -0.25 + g_FogDesc.vFogDistance.w;
  r0.w = r0.w + r0.w;
  r1.z = dot(r4.xyz, float3(0.333299994,0.333299994,0.333299994));
  r5.xyz = r1.zzz + -r4.xyz;
 // o5.xyz = r0.www * r5.xyz + r4.xyz; // orig
 ////////////////////////////////////////////////////////////////////
 /////////////////////////////////////// pulling sun color HERE
 ////////////////////////////////////////////////////////////////////
        o5.x = r0.w + r5.x + r4.x;              // only need one
        o5.yzw = g_FogDesc.vSunColor.xyz;       // taking sun color from here because I'm lazy
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
  r4.xyz = float3(0.5,0.5,-0.5) * r3.xwy;
  o2.xy = r4.xz + r4.yy;
  r0.w = dot(v0.xyz, v0.xyz);
  r0.w = rsqrt(r0.w);
  r4.xyz = v0.xyz * r0.www;
  r0.w = dot(r4.xyz, -LightDir.xyz);
////////////////////////////////////////////////////////////////////
//////////////////////////////////////// sun direction shit
////////////////////////////////////////////////////////////////////
     r5.w = max(0, -r0.w);                      // opposite sun direction
     r5.w = r5.w * r5.w;                        // multi
     o4.z = r5.w * r5.w;                        // new output
  r0.w = max(0, r0.w); // orig
////////////////////////////////////////////////////////////////////
  r0.w = r0.w * r0.w; // orig
//  o4.xyz = r0.www * r0.www; // orig
     o4.xyw = r0.www;                    // new output
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
  r0.w = rsqrt(r1.x);
  r0.xyz = r0.xyz * r0.www;
  r0.w = 9.99999975e-005 * r1.y;
  r0.w = min(1, r0.w);
  r0.x = dot(r0.xyz, v1.xyz);
  r0.x = log2(abs(r0.x));
  r0.x = 0.100000001 * r0.x;
  r0.x = exp2(r0.x);
  r0.x = -1 + r0.x;
  o4.w = r0.w * r0.x + 1;
  o0.xyzw = r3.xyzw;
  o2.zw = r3.zw;
  o5.w = 0;
  o1.xyz = r2.xyz;
  return;
}
