//not sure
// ---- Created with 3Dmigoto v1.2.39 on Mon Jun 20 11:51:45 2016

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float4x4 ScreenToWorldMatrix : packoffset(c4);
  bool bDecompressSceneColor : packoffset(c8);
  float4 FirstDensityFunctionParameters : packoffset(c9);
  float4 SecondDensityFunctionParameters : packoffset(c10);
  float StartDistance : packoffset(c11);
  float4 PackedParameters : packoffset(c12);
  float4 MinMaxBlurClamp : packoffset(c13);
  float4 LightColorAndFalloffExponent : packoffset(c14);
  float3 DistanceFieldParameters : packoffset(c15);
  float4x4 ScreenToShadowMatrix : packoffset(c16);
  float4 ShadowBufferAndTexelSize : packoffset(c20);
  float ShadowOverrideFactor : packoffset(c21);
  float SSSMultiplier : packoffset(c21.y);
  bool bReceiveDynamicShadows : packoffset(c21.z);
  bool bEnableDistanceShadowFading : packoffset(c21.w);
  float2 DistanceFadeParameters : packoffset(c22);
  float4 IBLPositionAndWeight0 : packoffset(c23);
  float4 IBLPositionAndWeight1 : packoffset(c24);
  float4 IBLPositionAndWeight2 : packoffset(c25);
  float4 IBLPositionAndWeight3 : packoffset(c26);
  float4x4 IBLProxyOBB0 : packoffset(c27);
  float4x4 IBLProxyOBB1 : packoffset(c31);
  float4x4 IBLProxyOBB2 : packoffset(c35);
  float4 IBLUseProxyVolume : packoffset(c39);
  float4x4 IBLLastProxyOBB0 : packoffset(c40);
  float4x4 IBLLastProxyOBB1 : packoffset(c44);
  float4x4 IBLLastProxyOBB2 : packoffset(c48);
  float4 IBLUseLastProxyVolume : packoffset(c52);
  float ForcedIBLWeight : packoffset(c53);
  float AdditionalReflections : packoffset(c53.y);
  float4x4 InvViewProjectionMatrix : packoffset(c54);
  float3 CameraWorldPos : packoffset(c58);
  float3 ActorWorldPos : packoffset(c59);
  float4 ObjectWorldPositionAndRadius : packoffset(c60);
  float3 ObjectOrientation : packoffset(c61);
  float3 ObjectPostProjectionPosition : packoffset(c62);
  float3 ObjectNDCPosition : packoffset(c63);
  float4 ObjectMacroUVScales : packoffset(c64);
  float3 FoliageImpulseDirection : packoffset(c65);
  float4 FoliageNormalizedRotationAxisAndAngle : packoffset(c66);
  float4 WindDirectionAndSpeed : packoffset(c67);
  float3x3 LocalToWorldMatrix : packoffset(c68);
  float3x3 WorldToLocalMatrix : packoffset(c71);
  float3x3 WorldToViewMatrix : packoffset(c74);
  float3x3 ViewToWorldMatrix : packoffset(c77);
  float4 UniformPixelVector_0 : packoffset(c80);
  float4 UniformPixelVector_1 : packoffset(c81);
  float4 UniformPixelScalars_0 : packoffset(c82);
  float3 TemporalAAParameters : packoffset(c83);
  float4x4 PreviousLocalToWorld : packoffset(c84);
  float LocalToWorldRotDeterminantFlip : packoffset(c88);
  float3x3 WorldToLocal : packoffset(c89);
  float4 LightmapCoordinateScaleBias : packoffset(c92);
  float4 ShadowmapCoordinateScaleBias : packoffset(c93);
  float4x4 ScreenToWorld : packoffset(c94);
  float4 FogCameraPosition : packoffset(c98);
  float FaceScale : packoffset(c99);
  float4 DepthFilterSampleOffsets[2] : packoffset(c100);
  float InvMaxIntegral : packoffset(c102);
  float MaxDistance : packoffset(c102.y);
}

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 SceneDepthTextureSampler_s : register(s0);
Texture2D<float4> SceneDepthTexture : register(t0);


// 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 : TEXCOORD5,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v3.xy / v3.ww;
  r0.zw = r0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r0.z = SceneDepthTexture.Sample(SceneDepthTextureSampler_s, r0.zw).x;
  r0.z = r0.z * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.z = 1 / r0.z;
  r0.z = min(MaxDistance, r0.z);
  r0.z = dot(r0.zzzz, float4(0.25,0.25,0.25,0.25));
  r0.z = min(65535, r0.z);
  r0.z = min(v3.z, r0.z);
  r0.xy = r0.xy * r0.zz;
  r1.xyz = ScreenToWorld._m01_m11_m21 * r0.yyy;
  r0.xyw = ScreenToWorld._m00_m10_m20 * r0.xxx + r1.xyz;
  r0.xyz = ScreenToWorld._m02_m12_m22 * r0.zzz + r0.xyw;
  r0.xyz = ScreenToWorld._m03_m13_m23 + r0.xyz;
  r1.xyz = FogCameraPosition.xyz + -r0.xyz;
  r1.w = dot(SecondDensityFunctionParameters.xyz, r1.xyz);
  r1.x = dot(r1.xyz, r1.xyz);
  r1.x = sqrt(r1.x);
  r1.y = 9.99999975e-005 + abs(r1.w);
  r0.w = 1;
  r0.x = dot(SecondDensityFunctionParameters.xyzw, r0.xyzw);
  r2.xyz = FogCameraPosition.xyz;
  r2.w = 1;
  r0.y = dot(SecondDensityFunctionParameters.xyzw, r2.xyzw);
  r0.z = cmp(0 >= r0.y);
  r0.y = r0.x + r0.y;
  r0.w = r0.z ? -1 : 1;
  r0.z = r0.z ? 1.000000 : 0;
  r0.x = r0.w * r0.x;
  r0.x = min(0, r0.x);
  r0.x = r0.x * r0.x;
  r0.x = r0.x / r1.y;
  r0.x = r0.z * r0.y + -r0.x;
  r0.y = -4.99999987e-005 * FirstDensityFunctionParameters.x;
  r0.y = r0.y * r1.x;
  r0.x = r0.y * r0.x;
  o0.x = FaceScale * r0.x;
  o0.yzw = float3(0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Mon Jun 20 11:51:45 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 FirstDensityFunctionParameters;// Offset:  144 Size:    16
//   float4 SecondDensityFunctionParameters;// Offset:  160 Size:    16
//   float StartDistance;               // Offset:  176 Size:     4 [unused]
//   float4 PackedParameters;           // Offset:  192 Size:    16 [unused]
//   float4 MinMaxBlurClamp;            // Offset:  208 Size:    16 [unused]
//   float4 LightColorAndFalloffExponent;// Offset:  224 Size:    16 [unused]
//   float3 DistanceFieldParameters;    // Offset:  240 Size:    12 [unused]
//   float4x4 ScreenToShadowMatrix;     // Offset:  256 Size:    64 [unused]
//   float4 ShadowBufferAndTexelSize;   // Offset:  320 Size:    16 [unused]
//   float ShadowOverrideFactor;        // Offset:  336 Size:     4 [unused]
//   float SSSMultiplier;               // Offset:  340 Size:     4 [unused]
//   bool bReceiveDynamicShadows;       // Offset:  344 Size:     4 [unused]
//   bool bEnableDistanceShadowFading;  // Offset:  348 Size:     4 [unused]
//   float2 DistanceFadeParameters;     // Offset:  352 Size:     8 [unused]
//   float4 IBLPositionAndWeight0;      // Offset:  368 Size:    16 [unused]
//   float4 IBLPositionAndWeight1;      // Offset:  384 Size:    16 [unused]
//   float4 IBLPositionAndWeight2;      // Offset:  400 Size:    16 [unused]
//   float4 IBLPositionAndWeight3;      // Offset:  416 Size:    16 [unused]
//   float4x4 IBLProxyOBB0;             // Offset:  432 Size:    64 [unused]
//   float4x4 IBLProxyOBB1;             // Offset:  496 Size:    64 [unused]
//   float4x4 IBLProxyOBB2;             // Offset:  560 Size:    64 [unused]
//   float4 IBLUseProxyVolume;          // Offset:  624 Size:    16 [unused]
//   float4x4 IBLLastProxyOBB0;         // Offset:  640 Size:    64 [unused]
//   float4x4 IBLLastProxyOBB1;         // Offset:  704 Size:    64 [unused]
//   float4x4 IBLLastProxyOBB2;         // Offset:  768 Size:    64 [unused]
//   float4 IBLUseLastProxyVolume;      // Offset:  832 Size:    16 [unused]
//   float ForcedIBLWeight;             // Offset:  848 Size:     4 [unused]
//   float AdditionalReflections;       // Offset:  852 Size:     4 [unused]
//   float4x4 InvViewProjectionMatrix;  // Offset:  864 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:  928 Size:    12 [unused]
//   float3 ActorWorldPos;              // Offset:  944 Size:    12 [unused]
//   float4 ObjectWorldPositionAndRadius;// Offset:  960 Size:    16 [unused]
//   float3 ObjectOrientation;          // Offset:  976 Size:    12 [unused]
//   float3 ObjectPostProjectionPosition;// Offset:  992 Size:    12 [unused]
//   float3 ObjectNDCPosition;          // Offset: 1008 Size:    12 [unused]
//   float4 ObjectMacroUVScales;        // Offset: 1024 Size:    16 [unused]
//   float3 FoliageImpulseDirection;    // Offset: 1040 Size:    12 [unused]
//   float4 FoliageNormalizedRotationAxisAndAngle;// Offset: 1056 Size:    16 [unused]
//   float4 WindDirectionAndSpeed;      // Offset: 1072 Size:    16 [unused]
//   float3x3 LocalToWorldMatrix;       // Offset: 1088 Size:    44 [unused]
//   float3x3 WorldToLocalMatrix;       // Offset: 1136 Size:    44 [unused]
//   float3x3 WorldToViewMatrix;        // Offset: 1184 Size:    44 [unused]
//   float3x3 ViewToWorldMatrix;        // Offset: 1232 Size:    44 [unused]
//   float4 UniformPixelVector_0;       // Offset: 1280 Size:    16 [unused]
//   float4 UniformPixelVector_1;       // Offset: 1296 Size:    16 [unused]
//   float4 UniformPixelScalars_0;      // Offset: 1312 Size:    16 [unused]
//   float3 TemporalAAParameters;       // Offset: 1328 Size:    12 [unused]
//   float4x4 PreviousLocalToWorld;     // Offset: 1344 Size:    64 [unused]
//   float LocalToWorldRotDeterminantFlip;// Offset: 1408 Size:     4 [unused]
//   float3x3 WorldToLocal;             // Offset: 1424 Size:    44 [unused]
//   float4 LightmapCoordinateScaleBias;// Offset: 1472 Size:    16 [unused]
//   float4 ShadowmapCoordinateScaleBias;// Offset: 1488 Size:    16 [unused]
//   float4x4 ScreenToWorld;            // Offset: 1504 Size:    64
//   float4 FogCameraPosition;          // Offset: 1568 Size:    16
//   float FaceScale;                   // Offset: 1584 Size:     4
//   float4 DepthFilterSampleOffsets[2];// Offset: 1600 Size:    32 [unused]
//   float InvMaxIntegral;              // Offset: 1632 Size:     4 [unused]
//   float MaxDistance;                 // Offset: 1636 Size:     4
//
// }
//
// cbuffer PSOffsetConstants
// {
//
//   float4 ScreenPositionScaleBias;    // Offset:    0 Size:    16
//   float4 MinZ_MaxZRatio;             // Offset:   16 Size:    16
//   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
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneDepthTextureSampler          sampler      NA          NA    0        1
// SceneDepthTexture                 texture  float4          2d    0        1
// $Globals                          cbuffer      NA          NA    0        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       
// TEXCOORD                 5   xyzw        3     NONE   float   xyzw
//
//
// 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[103], immediateIndexed
dcl_constantbuffer cb2[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v3.xyzw
dcl_output o0.xyzw
dcl_temps 3
div r0.xy, v3.xyxx, v3.wwww
mad r0.zw, r0.xxxy, cb2[0].xxxy, cb2[0].wwwz
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t0.yzxw, s0
mad r0.z, r0.z, cb2[1].z, -cb2[1].w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
min r0.z, r0.z, cb0[102].y
dp4 r0.z, r0.zzzz, l(0.250000, 0.250000, 0.250000, 0.250000)
min r0.z, r0.z, l(65535.000000)
min r0.z, r0.z, v3.z
mul r0.xy, r0.zzzz, r0.xyxx
mul r1.xyz, r0.yyyy, cb0[95].xyzx
mad r0.xyw, cb0[94].xyxz, r0.xxxx, r1.xyxz
mad r0.xyz, cb0[96].xyzx, r0.zzzz, r0.xywx
add r0.xyz, r0.xyzx, cb0[97].xyzx
add r1.xyz, -r0.xyzx, cb0[98].xyzx
dp3 r1.w, cb0[10].xyzx, r1.xyzx
dp3 r1.x, r1.xyzx, r1.xyzx
sqrt r1.x, r1.x
add r1.y, |r1.w|, l(0.000100)
mov r0.w, l(1.000000)
dp4 r0.x, cb0[10].xyzw, r0.xyzw
mov r2.xyz, cb0[98].xyzx
mov r2.w, l(1.000000)
dp4 r0.y, cb0[10].xyzw, r2.xyzw
ge r0.z, l(0.000000), r0.y
add r0.y, r0.y, r0.x
movc r0.w, r0.z, l(-1.000000), l(1.000000)
and r0.z, r0.z, l(0x3f800000)
mul r0.x, r0.x, r0.w
min r0.x, r0.x, l(0.000000)
mul r0.x, r0.x, r0.x
div r0.x, r0.x, r1.y
mad r0.x, r0.z, r0.y, -r0.x
mul r0.y, cb0[9].x, l(-0.000050)
mul r0.y, r1.x, r0.y
mul r0.x, r0.x, r0.y
mul o0.x, r0.x, cb0[99].x
mov o0.yzw, l(0,0,0,0)
ret 
// Approximately 39 instruction slots used

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