// Lights 2
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.47 on Tue Nov 29 22:46:56 2016
//
//
// Buffer Definitions: 
//
// cbuffer SceneWideParameterConstantBuffer
// {
//
//   float4x4 ViewProjection;           // Offset:    0 Size:    64 [unused]
//   float4x4 View;                     // Offset:   64 Size:    64 [unused]
//   float4x4 Projection;               // Offset:  128 Size:    64 [unused]
//   float4x4 ViewInverse;              // Offset:  192 Size:    64
//   float3 EyePosition;                // Offset:  256 Size:    12
//   float cameraNearTimesFar;          // Offset:  268 Size:     4 [unused]
//   float3 GlobalAmbientColor;         // Offset:  272 Size:    12 [unused]
//   float cameraFarMinusNear;          // Offset:  284 Size:     4 [unused]
//   float2 cameraNearFar;              // Offset:  288 Size:     8
//   float2 ViewportWidthHeight;        // Offset:  296 Size:     8 [unused]
//   float2 screenWidthHeightInv;       // Offset:  304 Size:     8 [unused]
//   float2 screenWidthHeight;          // Offset:  312 Size:     8 [unused]
//   float4x4 PrevViewProj;             // Offset:  320 Size:    64 [unused]
//   float4 Jitter;                     // Offset:  384 Size:    16 [unused]
//   float2 InvProjXY;                  // Offset:  400 Size:     8
//   uint PointLightCount;              // Offset:  408 Size:     4 [unused]
//   uint SpotLightCount;               // Offset:  412 Size:     4 [unused]
//   uint FoliageSpheresCount;          // Offset:  416 Size:     4 [unused]
//   float time;                        // Offset:  420 Size:     4 [unused]
//   float2 CubeFadeValues;             // Offset:  424 Size:     8 [unused]
//   float4 FogParameters0;             // Offset:  432 Size:    16
//   float4 FogParameters1;             // Offset:  448 Size:    16
//   float4 FogParameters2;             // Offset:  464 Size:    16
//   float4 FogParameters3;             // Offset:  480 Size:    16
//   float3 CubeSunDir;                 // Offset:  496 Size:    12 [unused]
//   float padding0;                    // Offset:  508 Size:     4 [unused]
//   float3 CubeSunColor;               // Offset:  512 Size:    12 [unused]
//   float padding1;                    // Offset:  524 Size:     4 [unused]
//   float2 WindDirection;              // Offset:  528 Size:     8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// PointSampler                      sampler      NA          NA    0        1
// PointClampSampler                 sampler      NA          NA    1        1
// TexColor0                         texture  float4          2d    0        1
// LinearDepthBuffer                 texture   float          2d    1        1
// SceneWideParameterConstantBuffer    cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyz         0   TARGET   float   xyz 
//
ps_4_0
dcl_constantbuffer cb0[31], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xy
dcl_output o0.xyz
//dcl_temps 4

dcl_temps 16

dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r16.xyzw, l(0, 0, 0, 0), t125.xyzw


mad r0.xy, v1.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, cb0[25].xyxx
sample_l r1.xyzw, v1.xyxx, t1.xyzw, s0, l(0.000000)
mul r0.z, r1.x, cb0[18].y
mul r1.xy, r0.zzzz, r0.xyxx
mov r1.z, -r0.z
mov r1.w, l(1.000000)

//Fix
add r16.y, -r1.z, -r16.y
mul r16.x, r16.x, r16.y
mul r16.x, r16.x, cb1[25].x
add r1.x, r1.x, -r16.x

dp4 r0.x, r1.xyzw, cb0[12].xyzw
dp4 r0.y, r1.xyzw, cb0[13].xyzw
dp4 r0.z, r1.xyzw, cb0[14].xyzw
add r0.xyz, r0.xyzx, -cb0[16].xyzx
lt r0.w, l(0.000100), |r0.z|
movc r0.w, r0.w, r0.z, l(0.000100)
dp3 r0.x, r0.xyzx, r0.xyzx
sqrt r0.x, r0.x
add r0.y, cb0[16].z, -cb0[29].y
add r0.y, r0.w, r0.y
max r0.z, cb0[29].x, l(0.000100)
mul r0.y, r0.y, -r0.z
mul r0.z, r0.w, r0.z
exp r0.y, r0.y
min r0.w, r0.z, l(100.000000)
exp r0.w, r0.w
add r0.w, r0.w, l(-1.000000)
mul r0.y, r0.y, r0.w
div r0.y, r0.y, r0.z
add r0.z, r0.x, -cb0[29].z
add r0.x, r0.x, -cb0[27].x
max r0.z, r0.z, l(0.000000)
mul r0.z, -r0.z, cb0[29].w
mul r0.y, r0.y, r0.z
exp r0.y, r0.y
min r0.y, r0.y, l(1.000000)
add r0.y, -r0.y, l(1.000000)
min r0.y, r0.y, cb0[30].x
add r0.z, -cb0[27].x, cb0[27].y
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mul_sat r0.x, r0.z, r0.x
mad r0.z, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.z
sample_l r1.xyzw, v1.xyxx, t0.xyzw, s1, l(0.000000)
dp3 r0.z, r1.xyzx, l(0.299000, 0.587000, 0.114000, 0.000000)
add r2.xyz, -r1.xyzx, r0.zzzz
mad r2.xyz, cb0[27].wwww, r2.xyzx, r1.xyzx
add r3.xyz, -r2.xyzx, cb0[28].xyzx
mad r2.xyz, cb0[28].wwww, r3.xyzx, r2.xyzx
add r2.xyz, -r1.xyzx, r2.xyzx
mad r0.xzw, r0.xxxx, r2.xxyz, r1.xxyz
add r1.xyz, -r0.xzwx, cb0[30].yzwy
mad o0.xyz, r0.yyyy, r1.xyzx, r0.xzwx
ret 
// Approximately 53 instruction slots used
