// DOF PS

cbuffer _Globals : register(b0)
{
  float4 CamNearFarInvXY : packoffset(c0);
  float2 PixelSize : packoffset(c1);
  float4 DebugMaskValues : packoffset(c2);
  float4 ColorBufferSize : packoffset(c3);
  float4 LinearDepthBufferSize : packoffset(c4);
  float4 CoCBufferSize : packoffset(c5);
  float4 MaxTileBufferSize : packoffset(c6);
  float4 PresortBufferSize : packoffset(c7);
  float4 ForegroundBufferSize : packoffset(c8);
  float4 BackgroundBufferSize : packoffset(c9);
  float4 LayerAlphaBufferSize : packoffset(c10);
  float FocusDepth : packoffset(c11);
  float FocusDepthNearScale : packoffset(c11.y);
  float FocusDepthFarScale : packoffset(c11.z);
  float FocusDepthNearAdjust : packoffset(c11.w);
  float FocusDepthFarAdjust : packoffset(c12);
}

cbuffer SceneWideParameterConstantBuffer : register(b1)
{
  float4x4 ViewProjection : packoffset(c0);
  float4x4 View : packoffset(c4);
  float4x4 Projection : packoffset(c8);
  float4x4 ViewInverse : packoffset(c12);
  float3 EyePosition : packoffset(c16);
  float cameraNearTimesFar : packoffset(c16.w);
  float3 GlobalAmbientColor : packoffset(c17);
  float cameraFarMinusNear : packoffset(c17.w);
  float2 cameraNearFar : packoffset(c18);
  float2 ViewportWidthHeight : packoffset(c18.z);
  float2 screenWidthHeightInv : packoffset(c19);
  float2 screenWidthHeight : packoffset(c19.z);
  float4x4 PrevViewProj : packoffset(c20);
  float4 Jitter : packoffset(c24);
  float2 InvProjXY : packoffset(c25);
  uint PointLightCount : packoffset(c25.z);
  uint SpotLightCount : packoffset(c25.w);
  uint FoliageSpheresCount : packoffset(c26);
  float time : packoffset(c26.y);
  float2 CubeFadeValues : packoffset(c26.z);
  float4 FogParameters0 : packoffset(c27);
  float4 FogParameters1 : packoffset(c28);
  float4 FogParameters2 : packoffset(c29);
  float4 FogParameters3 : packoffset(c30);
  float3 CubeSunDir : packoffset(c31);
  float padding0 : packoffset(c31.w);
  float3 CubeSunColor : packoffset(c32);
  float padding1 : packoffset(c32.w);
  float2 WindDirection : packoffset(c33);
}

SamplerState LinearClampSampler_s : register(s0);
SamplerState PointClampSampler_s : register(s1);
Texture2D<float4> ColorBuffer : register(t0);
Texture2D<float> LinearDepthBuffer : register(t1);
Texture2D<float4> PresortBuffer : register(t2);
Texture2D<float4> ForegroundBuffer : register(t3);
Texture2D<float4> BackgroundBuffer : register(t4);


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


void main( 
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  out float3 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  //r0.xyzw = LinearDepthBuffer.SampleLevel(PointClampSampler_s, v1.xy, 0).xyzw;
  r0.xyzw = LinearDepthBuffer.SampleLevel(PointClampSampler_s, v1.xy, 0).x;
  
  r0.x = r0.x * cameraNearFar.y + -FocusDepth;
  r0.y = -FocusDepthNearAdjust + -r0.x;
  r0.y = max(0, r0.y);
  r0.x = -FocusDepthFarAdjust + r0.x;
  r0.x = max(0, r0.x);
  r0.xy = saturate(r0.xy / FocusDepthFarScale);
  r0.z = cmp(r0.x < r0.y);
  r0.x = r0.z ? -r0.y : r0.x;
  r0.x = -0.00999999978 + r0.x;
  r0.x = max(0, r0.x);
  r1.xyzw = ColorBuffer.Sample(PointClampSampler_s, v1.xy, int2(0, 0)).xyzw;
  r2.xyzw = ForegroundBuffer.Sample(PointClampSampler_s, v1.xy, int2(0, 0)).xyzw;
  r0.y = cmp(r2.w == 0.000000);
  r0.z = cmp(r0.x == 0.000000);
  r0.y = r0.z ? r0.y : 0;
  if (r0.y != 0) {
    o0.xyz = r1.xyz;
    return;
  }
  r3.xyzw = BackgroundBuffer.Sample(LinearClampSampler_s, v1.xy, int2(0, 0)).xyzw;
  r4.xyzw = PresortBuffer.Sample(PointClampSampler_s, v1.xy, int2(0, 0)).xyzw;
  r0.y = 100 * r0.x;
  r0.y = min(1, r0.y);
  r4.xyz = r4.xyz + -r1.xyz;
  r0.yzw = r0.yyy * r4.xyz + r1.xyz;
  r0.x = -0.100000001 + r0.x;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniParams = IniParams.Load(0);
  if(iniParams.w == 0)
  {  
  r0.x = 0;
  }
  
  r0.x = saturate(10 * r0.x);
  r1.xyz = r3.xyz + -r0.yzw;
  r0.xyz = r0.xxx * r1.xyz + r0.yzw;
  r0.w = saturate(r2.w + r2.w);
  r1.xyz = r2.xyz + -r0.xyz;
  o0.xyz = r0.www * r1.xyz + r0.xyz;
    
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.47 on Wed Nov 30 18:34:12 2016
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 CamNearFarInvXY;            // Offset:    0 Size:    16 [unused]
//   float2 PixelSize;                  // Offset:   16 Size:     8 [unused]
//   float4 DebugMaskValues;            // Offset:   32 Size:    16 [unused]
//   float4 ColorBufferSize;            // Offset:   48 Size:    16 [unused]
//   float4 LinearDepthBufferSize;      // Offset:   64 Size:    16 [unused]
//   float4 CoCBufferSize;              // Offset:   80 Size:    16 [unused]
//   float4 MaxTileBufferSize;          // Offset:   96 Size:    16 [unused]
//   float4 PresortBufferSize;          // Offset:  112 Size:    16 [unused]
//   float4 ForegroundBufferSize;       // Offset:  128 Size:    16 [unused]
//   float4 BackgroundBufferSize;       // Offset:  144 Size:    16 [unused]
//   float4 LayerAlphaBufferSize;       // Offset:  160 Size:    16 [unused]
//   float FocusDepth;                  // Offset:  176 Size:     4
//   float FocusDepthNearScale;         // Offset:  180 Size:     4
//   float FocusDepthFarScale;          // Offset:  184 Size:     4
//   float FocusDepthNearAdjust;        // Offset:  188 Size:     4
//   float FocusDepthFarAdjust;         // Offset:  192 Size:     4
//
// }
//
// 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 [unused]
//   float3 EyePosition;                // Offset:  256 Size:    12 [unused]
//   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 [unused]
//   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 [unused]
//   float4 FogParameters1;             // Offset:  448 Size:    16 [unused]
//   float4 FogParameters2;             // Offset:  464 Size:    16 [unused]
//   float4 FogParameters3;             // Offset:  480 Size:    16 [unused]
//   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
// ------------------------------ ---------- ------- ----------- ---- --------
// LinearClampSampler                sampler      NA          NA    0        1
// PointClampSampler                 sampler      NA          NA    1        1
// ColorBuffer                       texture  float4          2d    0        1
// LinearDepthBuffer                 texture   float          2d    1        1
// PresortBuffer                     texture  float4          2d    2        1
// ForegroundBuffer                  texture  float4          2d    3        1
// BackgroundBuffer                  texture  float4          2d    4        1
// $Globals                          cbuffer      NA          NA    0        1
// SceneWideParameterConstantBuffer    cbuffer      NA          NA    1        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[13], immediateIndexed
dcl_constantbuffer cb1[19], 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_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_input_ps linear v1.xy
dcl_output o0.xyz
dcl_temps 5
sample_l r0.xyzw, v1.xyxx, t1.xyzw, s1, l(0.000000)
mad r0.x, r0.x, cb1[18].y, -cb0[11].x
add r0.y, -r0.x, -cb0[11].w
max r0.y, r0.y, l(0.000000)
add r0.x, r0.x, -cb0[12].x
max r0.x, r0.x, l(0.000000)
div_sat r0.xy, r0.xyxx, cb0[11].zyzz
lt r0.z, r0.x, r0.y
movc r0.x, r0.z, -r0.y, r0.x
add r0.x, r0.x, l(-0.010000)
max r0.x, r0.x, l(0.000000)
sample_aoffimmi(0,0,0) r1.xyzw, v1.xyxx, t0.xyzw, s1
sample_aoffimmi(0,0,0) r2.xyzw, v1.xyxx, t3.xyzw, s1
eq r0.y, r2.w, l(0.000000)
eq r0.z, r0.x, l(0.000000)
and r0.y, r0.z, r0.y
if_nz r0.y
  mov o0.xyz, r1.xyzx
  ret 
endif 
sample_aoffimmi(0,0,0) r3.xyzw, v1.xyxx, t4.xyzw, s0
sample_aoffimmi(0,0,0) r4.xyzw, v1.xyxx, t2.xyzw, s1
mul r0.y, r0.x, l(100.000000)
min r0.y, r0.y, l(1.000000)
add r4.xyz, -r1.xyzx, r4.xyzx
mad r0.yzw, r0.yyyy, r4.xxyz, r1.xxyz
add r0.x, r0.x, l(-0.100000)
mul_sat r0.x, r0.x, l(10.000000)
add r1.xyz, -r0.yzwy, r3.xyzx
mad r0.xyz, r0.xxxx, r1.xyzx, r0.yzwy
add_sat r0.w, r2.w, r2.w
add r1.xyz, -r0.xyzx, r2.xyzx
mad o0.xyz, r0.wwww, r1.xyzx, r0.xyzx
ret 
// Approximately 34 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
