// Clouds inthe sky
Texture3D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[5];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[10];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[127];
}




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

void main( 
  float4 v0 : TEXCOORD10,
  float4 v1 : TEXCOORD11,
  float4 v2 : SV_Position0,
  uint v3 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[37].xyzw * v2.yyyy;
  r0.xyzw = v2.xxxx * cb0[36].xyzw + r0.xyzw;
  r0.xyzw = v2.zzzz * cb0[38].xyzw + r0.xyzw;
  r0.xyzw = cb0[39].xyzw + r0.xyzw;
  r0.xyz = r0.xyz / r0.www;
  
  // Common SVPositionToTranslatedWorld fix:
float4 s = StereoParams.Load(0);
matrix TranslatedWorldToClip = MATRIX(cb0, 0);
matrix ClipToTranslatedWorld = MATRIX(cb0, 32);
float4 t = mul(r0.xyz, TranslatedWorldToClip);
t.x -= s.x * (t.w - s.y);
r0.xyz = mul(t, ClipToTranslatedWorld);
  
  r0.xyz = -cb0[58].xyz + r0.xyz;
  r1.xy = cb2[4].xy + r0.zz;
  r0.w = cmp(9.99999975e-006 < abs(r1.x));
  r1.x = cmp(r1.x >= 0);
  r1.xzw = r1.xxx ? float3(0.313989013,0.462076992,0.520995975) : float3(1,1,1);
  r1.xzw = r0.www ? r1.xzw : float3(1,1,1);
  r1.xzw = cb2[1].xyz + r1.xzw;
  r0.w = r1.y / cb2[4].w;
  r0.w = saturate(1 + -r0.w);
  r0.w = max(9.99999997e-007, r0.w);
  r0.w = r0.w * r0.w;
  r2.x = r0.w * r0.w;
  r2.y = r2.x * r0.w;
  r0.w = -r0.w * r2.x + 1;
  r0.w = r0.w + r0.w;
  r2.xzw = cb0[126].zzz * float3(-15000,15000,0) + r0.xyz;
  r2.xzw = float3(2.49999994e-005,2.49999994e-005,2.49999994e-005) * r2.xzw;
  r3.xyz = r2.xzw;
  r3.w = 0;
  r4.xy = float2(1,0);
  while (true) {
    r4.z = cmp((uint)r4.y >= 10);
    if (r4.z != 0) break;
    r5.xyz = float3(0.0666666701,0.0666666701,0.0666666701) * r3.xyz;
    r5.xyz = frac(r5.xyz);
    r6.xyz = float3(15,15,15) * r5.xyz;
    r7.xyz = frac(r6.xyz);
    r5.xyz = r5.xyz * float3(15,15,15) + -r7.xyz;
    r8.xyz = r7.xyz * r7.xyz;
    r8.xyz = r8.xyz * r7.xyz;
    r9.xyz = r7.xyz * float3(6,6,6) + float3(-15,-15,-15);
    r7.xyz = r7.xyz * r9.xyz + float3(10,10,10);
    r5.xyz = r8.xyz * r7.xyz + r5.xyz;
    r5.xyz = r5.xyz * float3(0.0625,0.0625,0.0625) + float3(0.03125,0.03125,0.03125);
    r5.xyzw = t0.SampleLevel(s0_s, r5.xyz, 0).xyzw;
    r5.xyzw = r5.xyzw * float4(2.00787401,2.00787401,2.00787401,255) + float4(-1,-1,-1,-127);
    r4.z = dot(r6.xyz, r5.xyz);
    r4.z = r4.z + -r5.w;
    r3.w = r4.z * r4.x + r3.w;
    r3.xyz = r3.xyz + r3.xyz;
    r4.x = 0.5 * r4.x;
    r4.y = (int)r4.y + 1;
  }
  r2.x = r3.w * 0.5 + 0.5;
  r2.z = 1 + -r2.x;
  r0.w = -r0.w * r2.z + 1;
  r2.x = dot(r2.yy, r2.xx);
  r2.y = cmp(r2.y >= 0.5);
  r0.w = r2.y ? r0.w : r2.x;
  r1.y = saturate(-r1.y * 2.27257237e-006 + 1);
  r1.y = max(9.99999997e-007, r1.y);
  r1.y = r1.y * r1.y;
  r1.y = r1.y * r1.y + 0.0500000007;
  r1.y = 0.300000012 * r1.y;
  r0.w = saturate(r0.w * 0.5 + r1.y);
  r1.y = 1 + r0.z;
  r1.y = saturate(4.16666662e-005 * r1.y);
  r1.y = max(9.99999997e-007, r1.y);
  r1.y = log2(r1.y);
  r1.y = 0.400000006 * r1.y;
  r1.y = exp2(r1.y);
  r1.y = 1 + -r1.y;
  r2.x = 1 + -r0.w;
  r0.w = r1.y * r2.x + r0.w;
  r0.w = min(1, r0.w);
  r0.w = max(9.99999997e-007, r0.w);
  r0.w = log2(r0.w);
  r0.w = 1.29999995 * r0.w;
  r2.w = exp2(r0.w);
  r2.xyz = max(float3(0,0,0), r1.xzw);
  r0.w = cmp(0 < cb0[124].x);
  if (r0.w != 0) {
    r1.xyz = -cb1[8].xyz + r0.xyz;
    r3.xyz = float3(1,1,1) + cb1[9].xyz;
    r1.xyz = cmp(r3.xyz < abs(r1.xyz));
    r0.w = (int)r1.y | (int)r1.x;
    r0.w = (int)r1.z | (int)r0.w;
    r0.x = dot(r0.xyz, float3(0.577000022,0.577000022,0.577000022));
    r0.x = 0.00200000009 * r0.x;
    r0.x = frac(r0.x);
    r0.x = cmp(0.5 < r0.x);
    r1.xyz = r0.xxx ? float3(0,1,1) : float3(1,1,0);
    r1.w = 1;
    o0.xyzw = r0.wwww ? r1.xyzw : r2.xyzw;
  } else {
    o0.xyzw = r2.xyzw;
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.65 on Wed Sep 20 23:00:38 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float       
// TEXCOORD                11   xyzw        1     NONE   float       
// SV_Position              0   xyzw        2      POS   float   xyz 
// SV_IsFrontFace           0   x           3    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[127], immediateIndexed
dcl_constantbuffer cb1[10], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v2.xyz, position
dcl_output o0.xyzw
dcl_temps 10
mul r0.xyzw, v2.yyyy, cb0[37].xyzw
mad r0.xyzw, v2.xxxx, cb0[36].xyzw, r0.xyzw
mad r0.xyzw, v2.zzzz, cb0[38].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[39].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r0.xyz, r0.xyzx, -cb0[58].xyzx
add r1.xy, r0.zzzz, cb2[4].xyxx
lt r0.w, l(0.000010), |r1.x|
ge r1.x, r1.x, l(0.000000)
movc r1.xzw, r1.xxxx, l(0.313989,0,0.462077,0.520996), l(1.000000,0,1.000000,1.000000)
movc r1.xzw, r0.wwww, r1.xxzw, l(1.000000,0,1.000000,1.000000)
add r1.xzw, r1.xxzw, cb2[1].xxyz
div r0.w, r1.y, cb2[4].w
add_sat r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000001)
mul r0.w, r0.w, r0.w
mul r2.x, r0.w, r0.w
mul r2.y, r0.w, r2.x
mad r0.w, -r0.w, r2.x, l(1.000000)
add r0.w, r0.w, r0.w
mad r2.xzw, cb0[126].zzzz, l(-15000.000000, 0.000000, 15000.000000, 0.000000), r0.xxyz
mul r2.xzw, r2.xxzw, l(0.000025, 0.000000, 0.000025, 0.000025)
mov r3.xyz, r2.xzwx
mov r3.w, l(0)
mov r4.xy, l(1.000000,0,0,0)
loop 
  uge r4.z, r4.y, l(10)
  breakc_nz r4.z
  mul r5.xyz, r3.xyzx, l(0.0666666701, 0.0666666701, 0.0666666701, 0.000000)
  frc r5.xyz, r5.xyzx
  mul r6.xyz, r5.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000)
  frc r7.xyz, r6.xyzx
  mad r5.xyz, r5.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000), -r7.xyzx
  mul r8.xyz, r7.xyzx, r7.xyzx
  mul r8.xyz, r7.xyzx, r8.xyzx
  mad r9.xyz, r7.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000), l(-15.000000, -15.000000, -15.000000, 0.000000)
  mad r7.xyz, r7.xyzx, r9.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000)
  mad r5.xyz, r8.xyzx, r7.xyzx, r5.xyzx
  mad r5.xyz, r5.xyzx, l(0.062500, 0.062500, 0.062500, 0.000000), l(0.031250, 0.031250, 0.031250, 0.000000)
  sample_l_indexable(texture3d)(float,float,float,float) r5.xyzw, r5.xyzx, t0.xyzw, s0, l(0.000000)
  mad r5.xyzw, r5.xyzw, l(2.007874, 2.007874, 2.007874, 255.000000), l(-1.000000, -1.000000, -1.000000, -127.000000)
  dp3 r4.z, r6.xyzx, r5.xyzx
  add r4.z, -r5.w, r4.z
  mad r3.w, r4.z, r4.x, r3.w
  add r3.xyz, r3.xyzx, r3.xyzx
  mul r4.x, r4.x, l(0.500000)
  iadd r4.y, r4.y, l(1)
endloop 
mad r2.x, r3.w, l(0.500000), l(0.500000)
add r2.z, -r2.x, l(1.000000)
mad r0.w, -r0.w, r2.z, l(1.000000)
dp2 r2.x, r2.yyyy, r2.xxxx
ge r2.y, r2.y, l(0.500000)
movc r0.w, r2.y, r0.w, r2.x
mad_sat r1.y, -r1.y, l(0.00000227257237), l(1.000000)
max r1.y, r1.y, l(0.000001)
mul r1.y, r1.y, r1.y
mad r1.y, r1.y, r1.y, l(0.050000)
mul r1.y, r1.y, l(0.300000)
mad_sat r0.w, r0.w, l(0.500000), r1.y
add r1.y, r0.z, l(1.000000)
mul_sat r1.y, r1.y, l(0.0000416666662)
max r1.y, r1.y, l(0.000001)
log r1.y, r1.y
mul r1.y, r1.y, l(0.400000)
exp r1.y, r1.y
add r1.y, -r1.y, l(1.000000)
add r2.x, -r0.w, l(1.000000)
mad r0.w, r1.y, r2.x, r0.w
min r0.w, r0.w, l(1.000000)
max r0.w, r0.w, l(0.000001)
log r0.w, r0.w
mul r0.w, r0.w, l(1.300000)
exp r2.w, r0.w
max r2.xyz, r1.xzwx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.w, l(0.000000), cb0[124].x
if_nz r0.w
  add r1.xyz, r0.xyzx, -cb1[8].xyzx
  add r3.xyz, cb1[9].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  lt r1.xyz, r3.xyzx, |r1.xyzx|
  or r0.w, r1.y, r1.x
  or r0.w, r1.z, r0.w
  dp3 r0.x, r0.xyzx, l(0.577000, 0.577000, 0.577000, 0.000000)
  mul r0.x, r0.x, l(0.002000)
  frc r0.x, r0.x
  lt r0.x, l(0.500000), r0.x
  movc r1.xyz, r0.xxxx, l(0,1.000000,1.000000,0), l(1.000000,1.000000,0,0)
  mov r1.w, l(1.000000)
  movc o0.xyzw, r0.wwww, r1.xyzw, r2.xyzw
else 
  mov o0.xyzw, r2.xyzw
endif 
ret 
// Approximately 0 instruction slots used

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