//dynamic shadows
// ---- Created with 3Dmigoto v1.2.39 on Wed Jun 15 12:07:22 2016

cbuffer _Globals : register(b0)
{
  float4x4 ScreenToWorldMatrix : packoffset(c0);
  bool bDecompressSceneColor : packoffset(c4);
  float4 SampleOffsets[8] : packoffset(c5);
  float3 ShadowBufferSizeAndSoftTransitionScale : packoffset(c13);
  float2 ShadowTexelSize : packoffset(c14);
  float LightingChannelMask : packoffset(c14.z);
  float SkipModShadow : packoffset(c14.w);
  float ShadowFadeFraction : packoffset(c15);
  float4x4 ScreenToShadowMatrix : packoffset(c16);
  float4 LightPositionAndInvRadius : packoffset(c20);
  float4x4 ShadowViewProjectionMatrices[6] : packoffset(c21);
  float ShadowmapResolution : packoffset(c45);
}

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);
SamplerState NvStereoFixTextureSampler_s : register(s1);
SamplerState ShadowDepthTextureSampler_s : register(s2);
Texture2D<float4> SceneDepthTexture : register(t0);
Texture2D<float4> NvStereoFixTexture : register(t1);
Texture2D<float4> ShadowDepthTexture : register(t2);


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


void main( 
  float4 v0 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r20;
  uint4 bitmask, uiDest;
  float4 fDest;

r20.xyw = v0.xyw;
float4 stereo = StereoParams.Load(0);
r20.x += stereo.x*(r20.w - stereo.y);

  r0.x = cmp(0 != NvStereoEnabled);
  if (r0.x != 0) {
    r0.yz = NvStereoFixTexture.Sample(NvStereoFixTextureSampler_s, float2(0.0625,0)).xy;
    r0.z = v0.w + -r0.z;
    r1.x = r0.y * r0.z + v0.x;
    r1.yz = v0.yw;
  }
  r0.xyz = r0.xxx ? r1.xyz : v0.xyw;
  r0.xy = r0.xy / r0.zz;
  r0.xy = r0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r0.x = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.xy, 0).x;
  r0.x = min(0.999000013, r0.x);
  r0.x = r0.x * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.x = 1 / r0.x;
 r0.yz = r20.xy / v0.ww;
  r0.yz = r0.yz * r0.xx;

r0.y -= stereo.x*(r0.x - stereo.y);

  r1.xyzw = ScreenToShadowMatrix._m01_m11_m21_m31 * r0.zzzz;
  r1.xyzw = ScreenToShadowMatrix._m00_m10_m20_m30 * r0.yyyy + r1.xyzw;
  r0.xyzw = ScreenToShadowMatrix._m02_m12_m22_m32 * r0.xxxx + r1.xyzw;
  r0.xyzw = ScreenToShadowMatrix._m03_m13_m23_m33 + r0.xyzw;
  r0.xy = r0.xy / r0.ww;
  r0.z = min(0.999000013, r0.z);
  r1.xy = ShadowBufferSizeAndSoftTransitionScale.xy * r0.xy;
  r1.xy = frac(r1.xy);
  r0.xy = r0.xy * ShadowBufferSizeAndSoftTransitionScale.xy + float2(-1,-1);
  r0.xy = floor(r0.xy);
  r1.zw = ShadowTexelSize.xy * r0.xy;
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r1.zw, 0).x;
  r0.w = r0.w + -r0.z;
  r2.x = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r3.xyzw = float4(1,0,2,0) + r0.xyxy;
  r3.xyzw = ShadowTexelSize.xyxy * r3.xyzw;
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r3.xy, 0).x;
  r0.w = r0.w + -r0.z;
  r4.x = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r3.zw, 0).x;
  r0.w = r0.w + -r0.z;
  r3.x = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r5.xyzw = float4(3,0,0,1) + r0.xyxy;
  r5.xyzw = ShadowTexelSize.xyxy * r5.xyzw;
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.xy, 0).x;
  r0.w = r0.w + -r0.z;
  r6.x = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.zw, 0).x;
  r0.w = r0.w + -r0.z;
  r2.y = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r5.xyzw = float4(1,1,2,1) + r0.xyxy;
  r5.xyzw = ShadowTexelSize.xyxy * r5.xyzw;
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.xy, 0).x;
  r0.w = r0.w + -r0.z;
  r4.y = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.zw, 0).x;
  r0.w = r0.w + -r0.z;
  r3.y = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r5.xyzw = float4(3,1,0,2) + r0.xyxy;
  r5.xyzw = ShadowTexelSize.xyxy * r5.xyzw;
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.xy, 0).x;
  r0.w = r0.w + -r0.z;
  r6.y = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.zw, 0).x;
  r0.w = r0.w + -r0.z;
  r2.z = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r5.xyzw = float4(1,2,2,2) + r0.xyxy;
  r5.xyzw = ShadowTexelSize.xyxy * r5.xyzw;
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.xy, 0).x;
  r0.w = r0.w + -r0.z;
  r4.z = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.zw, 0).x;
  r0.w = r0.w + -r0.z;
  r3.z = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r5.xyzw = float4(3,2,0,3) + r0.xyxy;
  r5.xyzw = ShadowTexelSize.xyxy * r5.xyzw;
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.xy, 0).x;
  r0.w = r0.w + -r0.z;
  r6.z = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.zw, 0).x;
  r0.w = r0.w + -r0.z;
  r2.w = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r5.xyzw = float4(1,3,2,3) + r0.xyxy;
  r5.xyzw = ShadowTexelSize.xyxy * r5.xyzw;
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.xy, 0).x;
  r0.w = r0.w + -r0.z;
  r4.w = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r0.w = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r5.zw, 0).x;
  r0.w = r0.w + -r0.z;
  r3.w = saturate(r0.w * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r0.xy = float2(3,3) + r0.xy;
  r0.xy = ShadowTexelSize.xy * r0.xy;
  r0.x = ShadowDepthTexture.SampleLevel(ShadowDepthTextureSampler_s, r0.xy, 0).x;
  r0.x = r0.x + -r0.z;
  r6.w = saturate(r0.x * ShadowBufferSizeAndSoftTransitionScale.z + 1);
  r0.xyzw = r4.xyyz + -r2.xyyz;
  r0.xyzw = r1.xxxx * r0.xyzw + r2.xyyz;
  r0.yw = r0.yw + -r0.xz;
  r5.xyzw = -r4.xyyz + r3.xyyz;
  r5.xyzw = r1.xxxx * r5.xyzw + r4.xyyz;
  r1.zw = r5.yw + -r5.xz;
  r7.xyzw = r6.xyyz + -r3.xyyz;
  r7.xyzw = r1.xxxx * r7.xyzw + r3.xyyz;
  r2.xy = r7.yw + -r7.xz;
  r0.xy = r1.yy * r0.yw + r0.xz;
  r0.zw = r1.yy * r1.zw + r5.xz;
  r1.zw = r1.yy * r2.xy + r7.xz;
  r2.xy = r4.zw + -r2.zw;
  r2.xy = r1.xx * r2.xy + r2.zw;
  r2.y = r2.y + -r2.x;
  r2.x = r1.y * r2.y + r2.x;
  r2.yz = -r4.zw + r3.zw;
  r2.yz = r1.xx * r2.yz + r4.zw;
  r2.z = r2.z + -r2.y;
  r2.y = r1.y * r2.z + r2.y;
  r2.zw = r6.zw + -r3.zw;
  r2.zw = r1.xx * r2.zw + r3.zw;
  r1.x = r2.w + -r2.z;
  r1.x = r1.y * r1.x + r2.z;
  r0.x = r0.x + r0.z;
  r0.x = r0.x + r1.z;
  r0.x = r0.x + r0.y;
  r0.x = r0.x + r0.w;
  r0.x = r0.x + r1.w;
  r0.x = r0.x + r2.x;
  r0.x = r0.x + r2.y;
  r0.x = r0.x + r1.x;
  r0.x = saturate(0.111110002 * r0.x);
  r0.x = r0.x * r0.x + -1;
  r0.x = ShadowFadeFraction * r0.x + 1;
  o0.xyzw = sqrt(r0.xxxx);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Wed Jun 15 12:07:22 2016
//
//
// Note: shader requires additional functionality:
//       Early depth-stencil
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 ScreenToWorldMatrix;      // Offset:    0 Size:    64 [unused]
//   bool bDecompressSceneColor;        // Offset:   64 Size:     4 [unused]
//   float4 SampleOffsets[8];           // Offset:   80 Size:   128 [unused]
//   float3 ShadowBufferSizeAndSoftTransitionScale;// Offset:  208 Size:    12
//   float2 ShadowTexelSize;            // Offset:  224 Size:     8
//   float LightingChannelMask;         // Offset:  232 Size:     4 [unused]
//   float SkipModShadow;               // Offset:  236 Size:     4 [unused]
//   float ShadowFadeFraction;          // Offset:  240 Size:     4
//   float4x4 ScreenToShadowMatrix;     // Offset:  256 Size:    64
//   float4 LightPositionAndInvRadius;  // Offset:  320 Size:    16 [unused]
//   float4x4 ShadowViewProjectionMatrices[6];// Offset:  336 Size:   384 [unused]
//   float ShadowmapResolution;         // Offset:  720 Size:     4 [unused]
//
// }
//
// cbuffer PSOffsetConstants
// {
//
//   float4 ScreenPositionScaleBias;    // Offset:    0 Size:    16
//   float4 MinZ_MaxZRatio;             // Offset:   16 Size:    16
//   float NvStereoEnabled;             // Offset:   32 Size:     4
//   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
// NvStereoFixTextureSampler         sampler      NA          NA    1        1
// ShadowDepthTextureSampler         sampler      NA          NA    2        1
// SceneDepthTexture                 texture  float4          2d    0        1
// NvStereoFixTexture                texture  float4          2d    1        1
// ShadowDepthTexture                texture  float4          2d    2        1
// $Globals                          cbuffer      NA          NA    0        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed | forceEarlyDepthStencil
dcl_constantbuffer cb0[20], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_input_ps linear v0.xyw
dcl_output o0.xyzw
dcl_temps 8
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb2[2].x
if_nz r0.x
  sample_indexable(texture2d)(float,float,float,float) r0.yz, l(0.062500, 0.000000, 0.000000, 0.000000), t1.zxyw, s1
  add r0.z, -r0.z, v0.w
  mad r1.x, r0.y, r0.z, v0.x
  mov r1.yz, v0.yywy
endif 
movc r0.xyz, r0.xxxx, r1.xyzx, v0.xywx
div r0.xy, r0.xyxx, r0.zzzz
mad r0.xy, r0.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0, l(0.000000)
min r0.x, r0.x, l(0.999000)
mad r0.x, r0.x, cb2[1].z, -cb2[1].w
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
div r0.yz, v0.xxyx, v0.wwww
mul r0.yz, r0.xxxx, r0.yyzy
mul r1.xyzw, r0.zzzz, cb0[17].xyzw
mad r1.xyzw, cb0[16].xyzw, r0.yyyy, r1.xyzw
mad r0.xyzw, cb0[18].xyzw, r0.xxxx, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[19].xyzw
div r0.xy, r0.xyxx, r0.wwww
min r0.z, r0.z, l(0.999000)
mul r1.xy, r0.xyxx, cb0[13].xyxx
frc r1.xy, r1.xyxx
mad r0.xy, r0.xyxx, cb0[13].xyxx, l(-1.000000, -1.000000, 0.000000, 0.000000)
round_ni r0.xy, r0.xyxx
mul r1.zw, r0.xxxy, cb0[14].xxxy
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r1.zwzz, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r2.x, r0.w, cb0[13].z, l(1.000000)
add r3.xyzw, r0.xyxy, l(1.000000, 0.000000, 2.000000, 0.000000)
mul r3.xyzw, r3.xyzw, cb0[14].xyxy
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r3.xyxx, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r4.x, r0.w, cb0[13].z, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r3.zwzz, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r3.x, r0.w, cb0[13].z, l(1.000000)
add r5.xyzw, r0.xyxy, l(3.000000, 0.000000, 0.000000, 1.000000)
mul r5.xyzw, r5.xyzw, cb0[14].xyxy
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.xyxx, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r6.x, r0.w, cb0[13].z, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.zwzz, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r2.y, r0.w, cb0[13].z, l(1.000000)
add r5.xyzw, r0.xyxy, l(1.000000, 1.000000, 2.000000, 1.000000)
mul r5.xyzw, r5.xyzw, cb0[14].xyxy
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.xyxx, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r4.y, r0.w, cb0[13].z, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.zwzz, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r3.y, r0.w, cb0[13].z, l(1.000000)
add r5.xyzw, r0.xyxy, l(3.000000, 1.000000, 0.000000, 2.000000)
mul r5.xyzw, r5.xyzw, cb0[14].xyxy
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.xyxx, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r6.y, r0.w, cb0[13].z, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.zwzz, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r2.z, r0.w, cb0[13].z, l(1.000000)
add r5.xyzw, r0.xyxy, l(1.000000, 2.000000, 2.000000, 2.000000)
mul r5.xyzw, r5.xyzw, cb0[14].xyxy
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.xyxx, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r4.z, r0.w, cb0[13].z, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.zwzz, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r3.z, r0.w, cb0[13].z, l(1.000000)
add r5.xyzw, r0.xyxy, l(3.000000, 2.000000, 0.000000, 3.000000)
mul r5.xyzw, r5.xyzw, cb0[14].xyxy
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.xyxx, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r6.z, r0.w, cb0[13].z, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.zwzz, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r2.w, r0.w, cb0[13].z, l(1.000000)
add r5.xyzw, r0.xyxy, l(1.000000, 3.000000, 2.000000, 3.000000)
mul r5.xyzw, r5.xyzw, cb0[14].xyxy
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.xyxx, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r4.w, r0.w, cb0[13].z, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r5.zwzz, t2.yzwx, s2, l(0.000000)
add r0.w, -r0.z, r0.w
mad_sat r3.w, r0.w, cb0[13].z, l(1.000000)
add r0.xy, r0.xyxx, l(3.000000, 3.000000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, cb0[14].xyxx
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s2, l(0.000000)
add r0.x, -r0.z, r0.x
mad_sat r6.w, r0.x, cb0[13].z, l(1.000000)
add r0.xyzw, -r2.xyyz, r4.xyyz
mad r0.xyzw, r1.xxxx, r0.xyzw, r2.xyyz
add r0.yw, -r0.xxxz, r0.yyyw
add r5.xyzw, r3.xyyz, -r4.xyyz
mad r5.xyzw, r1.xxxx, r5.xyzw, r4.xyyz
add r1.zw, -r5.xxxz, r5.yyyw
add r7.xyzw, -r3.xyyz, r6.xyyz
mad r7.xyzw, r1.xxxx, r7.xyzw, r3.xyyz
add r2.xy, -r7.xzxx, r7.ywyy
mad r0.xy, r1.yyyy, r0.ywyy, r0.xzxx
mad r0.zw, r1.yyyy, r1.zzzw, r5.xxxz
mad r1.zw, r1.yyyy, r2.xxxy, r7.xxxz
add r2.xy, -r2.zwzz, r4.zwzz
mad r2.xy, r1.xxxx, r2.xyxx, r2.zwzz
add r2.y, -r2.x, r2.y
mad r2.x, r1.y, r2.y, r2.x
add r2.yz, r3.zzwz, -r4.zzwz
mad r2.yz, r1.xxxx, r2.yyzy, r4.zzwz
add r2.z, -r2.y, r2.z
mad r2.y, r1.y, r2.z, r2.y
add r2.zw, -r3.zzzw, r6.zzzw
mad r2.zw, r1.xxxx, r2.zzzw, r3.zzzw
add r1.x, -r2.z, r2.w
mad r1.x, r1.y, r1.x, r2.z
add r0.x, r0.z, r0.x
add r0.x, r1.z, r0.x
add r0.x, r0.y, r0.x
add r0.x, r0.w, r0.x
add r0.x, r1.w, r0.x
add r0.x, r2.x, r0.x
add r0.x, r2.y, r0.x
add r0.x, r1.x, r0.x
mul_sat r0.x, r0.x, l(0.111110)
mad r0.x, r0.x, r0.x, l(-1.000000)
mad r0.x, cb0[15].x, r0.x, l(1.000000)
sqrt o0.xyzw, r0.xxxx
ret 
// Approximately 128 instruction slots used

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