// ---- Created with 3Dmigoto v1.2.39 on Sun Jun 26 01:28:32 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 UniformPixelScalars_0 : packoffset(c79);
  float3 TemporalAAParameters : packoffset(c80);
  float4x4 PreviousLocalToWorld : packoffset(c81);
  float LocalToWorldRotDeterminantFlip : packoffset(c85);
  float3x3 WorldToLocal : packoffset(c86);
  float4 LightmapCoordinateScaleBias : packoffset(c89);
  float4 ShadowmapCoordinateScaleBias : packoffset(c90);
  float gf_MaskValue : packoffset(c91);
  float gb_IgnoreOpacity : packoffset(c91.y);
  float gb_MaskValueOnly : packoffset(c91.z);
}

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 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 : TEXCOORD6,
  float4 v4 : TEXCOORD7,
  uint v5 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = cmp(0 != gb_MaskValueOnly);
  if (r0.x == 0) {
    r0.x = cmp(0 != gb_IgnoreOpacity);
    if (r0.x != 0) {
      r0.x = 0;
    } else {
      r1.xyz = ViewProjectionMatrix._m01_m11_m31 * v3.yyy;
      r1.xyz = ViewProjectionMatrix._m00_m10_m30 * v3.xxx + r1.xyz;
      r1.xyz = ViewProjectionMatrix._m02_m12_m32 * v3.zzz + r1.xyz;
      r1.xyz = ViewProjectionMatrix._m03_m13_m33 * v3.www + r1.xyz;

float4 stereo = StereoParams.Load(0);
r1.x += stereo.x*(r1.z - stereo.y);

      r1.xy = r1.xy / r1.zz;
      r1.xy = r1.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
      r1.x = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r1.xy, 0).x;
      r1.x = min(0.999000013, r1.x);
      r1.x = r1.x * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
      r1.x = 1 / r1.x;
      r1.x = saturate(-r1.x * 0.00285714283 + 1);
      r1.x = UniformPixelScalars_0.x * r1.x;
      r0.x = gf_MaskValue * r1.x;
    }
  } else {
    r0.x = gf_MaskValue;
  }
  r0.yzw = DiffuseOverrideParameter.xyz;
  o0.xyzw = r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Sun Jun 26 01:28:32 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 [unused]
//   float4 UniformPixelVector_1;       // Offset: 1248 Size:    16 [unused]
//   float4 UniformPixelScalars_0;      // Offset: 1264 Size:    16
//   float3 TemporalAAParameters;       // Offset: 1280 Size:    12 [unused]
//   float4x4 PreviousLocalToWorld;     // Offset: 1296 Size:    64 [unused]
//   float LocalToWorldRotDeterminantFlip;// Offset: 1360 Size:     4 [unused]
//   float3x3 WorldToLocal;             // Offset: 1376 Size:    44 [unused]
//   float4 LightmapCoordinateScaleBias;// Offset: 1424 Size:    16 [unused]
//   float4 ShadowmapCoordinateScaleBias;// Offset: 1440 Size:    16 [unused]
//   float gf_MaskValue;                // Offset: 1456 Size:     4
//   float gb_IgnoreOpacity;            // Offset: 1460 Size:     4
//   float gb_MaskValueOnly;            // Offset: 1464 Size:     4
//
// }
//
// 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
//   float NvStereoEnabled;             // Offset:   32 Size:     4 [unused]
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16
//   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
// 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       
// TEXCOORD                 6   xyzw        3     NONE   float   xyzw
// TEXCOORD                 7   xyzw        4     NONE   float       
// SV_IsFrontFace           0   x           5    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[92], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[4], 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 2
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[91].z
if_z r0.x
  ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[91].y
  if_nz r0.x
    mov r0.x, l(0)
  else 
    mul r1.xyz, v3.yyyy, cb1[1].xywx
    mad r1.xyz, cb1[0].xywx, v3.xxxx, r1.xyzx
    mad r1.xyz, cb1[2].xywx, v3.zzzz, r1.xyzx
    mad r1.xyz, cb1[3].xywx, v3.wwww, r1.xyzx
    div r1.xy, r1.xyxx, r1.zzzz
    mad r1.xy, r1.xyxx, cb2[0].xyxx, cb2[0].wzww
    sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t0.xyzw, s0, l(0.000000)
    min r1.x, r1.x, l(0.999000)
    mad r1.x, r1.x, cb2[1].z, -cb2[1].w
    div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
    mad_sat r1.x, -r1.x, l(0.00285714283), l(1.000000)
    mul r1.x, r1.x, cb0[79].x
    mul r0.x, r1.x, cb0[91].x
  endif 
else 
  mov r0.x, cb0[91].x
endif 
mov r0.yzw, cb2[3].xxyz
mov o0.xyzw, r0.xyzw
ret 
// Approximately 26 instruction slots used

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