// ---- Created with 3Dmigoto v1.2.39 on Sun Jun 26 13:38:55 2016

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float4x4 ScreenToWorldMatrix : packoffset(c4);
  bool bDecompressSceneColor : packoffset(c8);
  float4 PackedParameters : packoffset(c9);
  float4 MinMaxBlurClamp : packoffset(c10);
  float4 LightColorAndFalloffExponent : packoffset(c11);
  float3 DistanceFieldParameters : packoffset(c12);
  float4x4 ScreenToShadowMatrix : packoffset(c13);
  float4 ShadowBufferAndTexelSize : packoffset(c17);
  float ShadowOverrideFactor : packoffset(c18);
  float SSSMultiplier : packoffset(c18.y);
  bool bReceiveDynamicShadows : packoffset(c18.z);
  bool bEnableDistanceShadowFading : packoffset(c18.w);
  float2 DistanceFadeParameters : packoffset(c19);
  float4 IBLPositionAndWeight0 : packoffset(c20);
  float4 IBLPositionAndWeight1 : packoffset(c21);
  float4 IBLPositionAndWeight2 : packoffset(c22);
  float4 IBLPositionAndWeight3 : packoffset(c23);
  float4x4 IBLProxyOBB0 : packoffset(c24);
  float4x4 IBLProxyOBB1 : packoffset(c28);
  float4x4 IBLProxyOBB2 : packoffset(c32);
  float4 IBLUseProxyVolume : packoffset(c36);
  float4x4 IBLLastProxyOBB0 : packoffset(c37);
  float4x4 IBLLastProxyOBB1 : packoffset(c41);
  float4x4 IBLLastProxyOBB2 : packoffset(c45);
  float4 IBLUseLastProxyVolume : packoffset(c49);
  float ForcedIBLWeight : packoffset(c50);
  float AdditionalReflections : packoffset(c50.y);
  float4x4 InvViewProjectionMatrix : packoffset(c51);
  float3 CameraWorldPos : packoffset(c55);
  float3 ActorWorldPos : packoffset(c56);
  float4 ObjectWorldPositionAndRadius : packoffset(c57);
  float3 ObjectOrientation : packoffset(c58);
  float3 ObjectPostProjectionPosition : packoffset(c59);
  float3 ObjectNDCPosition : packoffset(c60);
  float4 ObjectMacroUVScales : packoffset(c61);
  float3 FoliageImpulseDirection : packoffset(c62);
  float4 FoliageNormalizedRotationAxisAndAngle : packoffset(c63);
  float4 WindDirectionAndSpeed : packoffset(c64);
  float3x3 LocalToWorldMatrix : packoffset(c65);
  float3x3 WorldToLocalMatrix : packoffset(c68);
  float3x3 WorldToViewMatrix : packoffset(c71);
  float3x3 ViewToWorldMatrix : packoffset(c74);
  float4 UniformPixelVector_0 : packoffset(c77);
  float4 UniformPixelVector_1 : packoffset(c78);
  float4 UniformPixelVector_2 : packoffset(c79);
  float4 UniformPixelScalars_0 : packoffset(c80);
  float4 UniformPixelScalars_1 : packoffset(c81);
  float3 TemporalAAParameters : packoffset(c82);
  float4x4 PreviousLocalToWorld : packoffset(c83);
  float LocalToWorldRotDeterminantFlip : packoffset(c87);
  float3x3 WorldToLocal : packoffset(c88);
  float4 LightmapCoordinateScaleBias : packoffset(c91);
  float4 ShadowmapCoordinateScaleBias : packoffset(c92);
  float MaxIntegral : packoffset(c93);
  float2 ABLIntegralTextureDim : packoffset(c93.y);
}

cbuffer VSOffsetConstants : register(b1)
{
  float4x4 ViewProjectionMatrix : packoffset(c0);
  float4 CameraPositionVS : packoffset(c4);
  float4 PreViewTranslation : packoffset(c5);
}

cbuffer PSOffsetConstants : register(b2)
{
  float4 ScreenPositionScaleBias : packoffset(c0);
  float4 MinZ_MaxZRatio : packoffset(c1);
  float NvStereoEnabled : packoffset(c2);
  float4 DiffuseOverrideParameter : packoffset(c3);
  float4 SpecularOverrideParameter : packoffset(c4);
  float4 CameraPositionPS : packoffset(c5);
  float4 ScreenAndTexelSize : packoffset(c6);
}

SamplerState PixelTexture2D_0Sampler_s : register(s0);
SamplerState AccumulatedBackfacesLineIntegralTextureSampler_s : register(s1);
Texture2D<float4> PixelTexture2D_0 : register(t0);
Texture2D<float4> AccumulatedBackfacesLineIntegralTexture : register(t1);


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


void main( 
  float4 v0 : TEXCOORD10,
  float4 v1 : TEXCOORD11,
  float4 v2 : COLOR0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD5,
  float4 v5 : TEXCOORD6,
  uint v6 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v5.xyz, v5.xyz);
  r0.x = rsqrt(r0.x);
  r0.x = v5.z * r0.x;
  r0.y = abs(r0.x) * abs(r0.x);
  r0.x = cmp(abs(r0.x) < 9.99999997e-007);
  r0.y = r0.y * r0.y;
  r0.y = min(1, r0.y);
  r0.x = r0.x ? 0 : r0.y;
  r0.yz = UniformPixelVector_2.xy + v3.xy;
  r0.y = PixelTexture2D_0.SampleBias(PixelTexture2D_0Sampler_s, r0.yz, 0).x;
  r0.x = r0.x * r0.y;
  r0.x = v2.x * r0.x;
  r0.yzw = ViewProjectionMatrix._m01_m11_m31 * v4.yyy;
  r0.yzw = ViewProjectionMatrix._m00_m10_m30 * v4.xxx + r0.yzw;
  r0.yzw = ViewProjectionMatrix._m02_m12_m32 * v4.zzz + r0.yzw;
  r0.yzw = ViewProjectionMatrix._m03_m13_m33 * v4.www + r0.yzw;

float4 stereo = StereoParams.Load(0);
r0.y += stereo.x*(r0.w - stereo.y);

  r0.yz = r0.yz / r0.ww;
  r0.yz = r0.yz * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r0.y = AccumulatedBackfacesLineIntegralTexture.Sample(AccumulatedBackfacesLineIntegralTextureSampler_s, r0.yz).x;
  r0.x = -r0.y * r0.x;
  r0.x = exp2(r0.x);
  o0.w = min(1, r0.x);
  o0.xyz = UniformPixelVector_1.www * UniformPixelVector_1.xyz + UniformPixelVector_0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Sun Jun 26 13:38:55 2016
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float4x4 ScreenToWorldMatrix;      // Offset:   64 Size:    64 [unused]
//   bool bDecompressSceneColor;        // Offset:  128 Size:     4 [unused]
//   float4 PackedParameters;           // Offset:  144 Size:    16 [unused]
//   float4 MinMaxBlurClamp;            // Offset:  160 Size:    16 [unused]
//   float4 LightColorAndFalloffExponent;// Offset:  176 Size:    16 [unused]
//   float3 DistanceFieldParameters;    // Offset:  192 Size:    12 [unused]
//   float4x4 ScreenToShadowMatrix;     // Offset:  208 Size:    64 [unused]
//   float4 ShadowBufferAndTexelSize;   // Offset:  272 Size:    16 [unused]
//   float ShadowOverrideFactor;        // Offset:  288 Size:     4 [unused]
//   float SSSMultiplier;               // Offset:  292 Size:     4 [unused]
//   bool bReceiveDynamicShadows;       // Offset:  296 Size:     4 [unused]
//   bool bEnableDistanceShadowFading;  // Offset:  300 Size:     4 [unused]
//   float2 DistanceFadeParameters;     // Offset:  304 Size:     8 [unused]
//   float4 IBLPositionAndWeight0;      // Offset:  320 Size:    16 [unused]
//   float4 IBLPositionAndWeight1;      // Offset:  336 Size:    16 [unused]
//   float4 IBLPositionAndWeight2;      // Offset:  352 Size:    16 [unused]
//   float4 IBLPositionAndWeight3;      // Offset:  368 Size:    16 [unused]
//   float4x4 IBLProxyOBB0;             // Offset:  384 Size:    64 [unused]
//   float4x4 IBLProxyOBB1;             // Offset:  448 Size:    64 [unused]
//   float4x4 IBLProxyOBB2;             // Offset:  512 Size:    64 [unused]
//   float4 IBLUseProxyVolume;          // Offset:  576 Size:    16 [unused]
//   float4x4 IBLLastProxyOBB0;         // Offset:  592 Size:    64 [unused]
//   float4x4 IBLLastProxyOBB1;         // Offset:  656 Size:    64 [unused]
//   float4x4 IBLLastProxyOBB2;         // Offset:  720 Size:    64 [unused]
//   float4 IBLUseLastProxyVolume;      // Offset:  784 Size:    16 [unused]
//   float ForcedIBLWeight;             // Offset:  800 Size:     4 [unused]
//   float AdditionalReflections;       // Offset:  804 Size:     4 [unused]
//   float4x4 InvViewProjectionMatrix;  // Offset:  816 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:  880 Size:    12 [unused]
//   float3 ActorWorldPos;              // Offset:  896 Size:    12 [unused]
//   float4 ObjectWorldPositionAndRadius;// Offset:  912 Size:    16 [unused]
//   float3 ObjectOrientation;          // Offset:  928 Size:    12 [unused]
//   float3 ObjectPostProjectionPosition;// Offset:  944 Size:    12 [unused]
//   float3 ObjectNDCPosition;          // Offset:  960 Size:    12 [unused]
//   float4 ObjectMacroUVScales;        // Offset:  976 Size:    16 [unused]
//   float3 FoliageImpulseDirection;    // Offset:  992 Size:    12 [unused]
//   float4 FoliageNormalizedRotationAxisAndAngle;// Offset: 1008 Size:    16 [unused]
//   float4 WindDirectionAndSpeed;      // Offset: 1024 Size:    16 [unused]
//   float3x3 LocalToWorldMatrix;       // Offset: 1040 Size:    44 [unused]
//   float3x3 WorldToLocalMatrix;       // Offset: 1088 Size:    44 [unused]
//   float3x3 WorldToViewMatrix;        // Offset: 1136 Size:    44 [unused]
//   float3x3 ViewToWorldMatrix;        // Offset: 1184 Size:    44 [unused]
//   float4 UniformPixelVector_0;       // Offset: 1232 Size:    16
//   float4 UniformPixelVector_1;       // Offset: 1248 Size:    16
//   float4 UniformPixelVector_2;       // Offset: 1264 Size:    16
//   float4 UniformPixelScalars_0;      // Offset: 1280 Size:    16 [unused]
//   float4 UniformPixelScalars_1;      // Offset: 1296 Size:    16 [unused]
//   float3 TemporalAAParameters;       // Offset: 1312 Size:    12 [unused]
//   float4x4 PreviousLocalToWorld;     // Offset: 1328 Size:    64 [unused]
//   float LocalToWorldRotDeterminantFlip;// Offset: 1392 Size:     4 [unused]
//   float3x3 WorldToLocal;             // Offset: 1408 Size:    44 [unused]
//   float4 LightmapCoordinateScaleBias;// Offset: 1456 Size:    16 [unused]
//   float4 ShadowmapCoordinateScaleBias;// Offset: 1472 Size:    16 [unused]
//   float MaxIntegral;                 // Offset: 1488 Size:     4 [unused]
//   float2 ABLIntegralTextureDim;      // Offset: 1492 Size:     8 [unused]
//
// }
//
// cbuffer VSOffsetConstants
// {
//
//   float4x4 ViewProjectionMatrix;     // Offset:    0 Size:    64
//   float4 CameraPositionVS;           // Offset:   64 Size:    16 [unused]
//   float4 PreViewTranslation;         // Offset:   80 Size:    16 [unused]
//
// }
//
// cbuffer PSOffsetConstants
// {
//
//   float4 ScreenPositionScaleBias;    // Offset:    0 Size:    16
//   float4 MinZ_MaxZRatio;             // Offset:   16 Size:    16 [unused]
//   float NvStereoEnabled;             // Offset:   32 Size:     4 [unused]
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16 [unused]
//   float4 SpecularOverrideParameter;  // Offset:   64 Size:    16 [unused]
//   float4 CameraPositionPS;           // Offset:   80 Size:    16 [unused]
//   float4 ScreenAndTexelSize;         // Offset:   96 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// PixelTexture2D_0Sampler           sampler      NA          NA    0        1
// AccumulatedBackfacesLineIntegralTextureSampler    sampler      NA          NA    1        1
// PixelTexture2D_0                  texture  float4          2d    0        1
// AccumulatedBackfacesLineIntegralTexture    texture  float4          2d    1        1
// $Globals                          cbuffer      NA          NA    0        1
// VSOffsetConstants                 cbuffer      NA          NA    1        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float       
// TEXCOORD                11   xyzw        1     NONE   float       
// COLOR                    0   xyzw        2     NONE   float   x   
// TEXCOORD                 0   xyzw        3     NONE   float   xy  
// TEXCOORD                 5   xyzw        4     NONE   float   xyzw
// TEXCOORD                 6   xyzw        5     NONE   float   xyz 
// SV_IsFrontFace           0   x           6    FFACE    uint       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[80], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[1], 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 v2.x
dcl_input_ps linear v3.xy
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyz
dcl_output o0.xyzw
dcl_temps 1
dp3 r0.x, v5.xyzx, v5.xyzx
rsq r0.x, r0.x
mul r0.x, r0.x, v5.z
mul r0.y, |r0.x|, |r0.x|
lt r0.x, |r0.x|, l(0.000001)
mul r0.y, r0.y, r0.y
min r0.y, r0.y, l(1.000000)
movc r0.x, r0.x, l(0), r0.y
add r0.yz, v3.xxyx, cb0[79].xxyx
sample_b_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t0.yxzw, s0, l(0.000000)
mul r0.x, r0.y, r0.x
mul r0.x, r0.x, v2.x
mul r0.yzw, v4.yyyy, cb1[1].xxyw
mad r0.yzw, cb1[0].xxyw, v4.xxxx, r0.yyzw
mad r0.yzw, cb1[2].xxyw, v4.zzzz, r0.yyzw
mad r0.yzw, cb1[3].xxyw, v4.wwww, r0.yyzw
div r0.yz, r0.yyzy, r0.wwww
mad r0.yz, r0.yyzy, cb2[0].xxyx, cb2[0].wwzw
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t1.yxzw, s1
mul r0.x, r0.x, -r0.y
exp r0.x, r0.x
min o0.w, r0.x, l(1.000000)
mad o0.xyz, cb0[78].wwww, cb0[78].xyzx, cb0[77].xyzx
ret 
// Approximately 24 instruction slots used

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