//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.52 on Thu Feb 16 11:15:48 2017
//
//
// Patch Constant signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TessFactor            0   x           0 QUADEDGE   float       
// SV_TessFactor            1   x           1 QUADEDGE   float       
// SV_TessFactor            2   x           2 QUADEDGE   float       
// SV_TessFactor            3   x           3 QUADEDGE   float       
// SV_InsideTessFactor      0   x           4  QUADINT   float       
// SV_InsideTessFactor      1   x           5  QUADINT   float       
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// INTERNALTESSPOS          0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   x           1     NONE   float       
// NORMAL                   0    yzw        1     NONE   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
//
ds_5_0
dcl_input_control_point_count 4
dcl_tessellator_domain domain_quad
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[15], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[13], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_input vDomain.xy
dcl_input vicp[4][0].xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw

dcl_resource_texture2d (float,float,float,float) t125
dcl_temps 7

add r0.xyzw, -vicp[3][0].xyzw, vicp[2][0].xyzw
mad r0.xyzw, vDomain.xxxx, r0.xyzw, vicp[3][0].xyzw
add r1.xyzw, -vicp[0][0].xyzw, vicp[1][0].xyzw
mad r1.xyzw, vDomain.xxxx, r1.xyzw, vicp[0][0].xyzw
add r0.xyzw, r0.xyzw, -r1.xyzw
mad r0.xyzw, vDomain.yyyy, r0.xyzw, r1.xyzw
add r1.xyz, -r0.xyzx, cb1[4].xyzx
dp3 r1.x, r1.xyzx, r1.xyzx
sqrt r1.x, r1.x
add r1.xyz, r1.xxxx, -cb0[11].xyzx
mul r2.xyz, cb0[10].xxxx, cb0[11].xyzx
div_sat r1.xyz, r1.xyzx, r2.xyzx
add r1.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r2.xyzw, r0.xzxz, cb0[14].xzxz
div r3.xyzw, r2.zwzw, cb0[11].xxyy
div r2.xyzw, r2.xyzw, cb0[11].zzww
div r4.xyz, l(1.000000, 1.000000, 1.000000, 1.000000), r1.xyzx
add r4.xyz, r4.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r5.xyz, r3.zwzz, t1.xyzw, s1, r4.y
sample_l_indexable(texture2d)(float,float,float,float) r3.xyz, r3.xyxx, t0.xyzw, s0, r4.x
sample_l_indexable(texture2d)(float,float,float,float) r4.xyz, r2.xyxx, t2.xyzw, s2, r4.z
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r2.zwzz, t3.xyzw, s3, l(0.000000)
mul r5.xyz, r1.yyyy, r5.xyzx
mad r1.xyw, r3.xyxz, r1.xxxx, r5.xyxz
mad r1.xyz, r4.xyzx, r1.zzzz, r1.xywx
add r1.xyz, r2.xyzx, r1.xyzx
mad r0.xyz, r1.xyzx, cb0[14].wwww, r0.xyzx
mul r1.xyzw, r0.yyyy, cb2[10].xyzw
mad r1.xyzw, cb2[9].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[11].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb2[12].xyzw, r0.wwww, r1.xyzw
mov o0.xyzw, r0.xyzw

ld_indexable(texture2d)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw
add r6.y, r0.w, -r6.y
mad r0.x, r6.x, r6.y, r0.x

mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o1.zw, r0.zzzw
add o1.xy, r1.zzzz, r1.xwxx
ret 
// Approximately 0 instruction slots used

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