// Model 2 Batch DHR
// ---- Created with 3Dmigoto v1.2.65 on Wed Sep 20 22:55:05 2017
Texture2D<float4> t1 : register(t1);

Texture3D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[11];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[62];
}




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



void main( 
  float4 v0 : TEXCOORD6,
  float4 v1 : TEXCOORD7,
  float4 v2 : SV_Position0,
  uint v3 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0,
  out float oDepthLE : SV_DepthLessEqual)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = v2.z;
  r0.y = 1;
  r0.x = v2.w * r0.x;
  r1.xyzw = cb0[37].xyzw * v2.yyyy;
  r1.xyzw = v2.xxxx * cb0[36].xyzw + r1.xyzw;
  r1.xyzw = v2.zzzz * cb0[38].xyzw + r1.xyzw;
  r1.xyzw = cb0[39].xyzw + r1.xyzw;
  r1.xyz = r1.xyz / r1.www;
  
  // Common SVPositionToTranslatedWorld fix:
float4 s = StereoParams.Load(0);
matrix TranslatedWorldToClip = MATRIX(cb0, 0);
matrix ClipToTranslatedWorld = MATRIX(cb0, 32);
float4 t = mul(r1.xyz, TranslatedWorldToClip);
t.x -= s.x * (t.w - s.y);
r1.xyz = mul(t, ClipToTranslatedWorld);
  
  r1.xyz = -cb0[58].xyz + r1.xyz;
  r1.xyz = -cb1[10].xyz + r1.xyz;
  r2.xyz = float3(0.0199999996,0.0199999996,0.0199999996) * r1.xyz;
  r3.xyz = r2.xyz;
  r0.zw = float2(0,1);
  r1.w = 0;
  while (true) {
    r2.w = cmp((uint)r1.w >= 1);
    if (r2.w != 0) break;
    r4.xyz = float3(0.0666666701,0.0666666701,0.0666666701) * r3.xyz;
    r4.xyz = frac(r4.xyz);
    r5.xyz = float3(15,15,15) * r4.xyz;
    r6.xyz = frac(r5.xyz);
    r4.xyz = r4.xyz * float3(15,15,15) + -r6.xyz;
    r7.xyz = r6.xyz * r6.xyz;
    r7.xyz = r7.xyz * r6.xyz;
    r8.xyz = r6.xyz * float3(6,6,6) + float3(-15,-15,-15);
    r6.xyz = r6.xyz * r8.xyz + float3(10,10,10);
    r4.xyz = r7.xyz * r6.xyz + r4.xyz;
    r4.xyz = r4.xyz * float3(0.0625,0.0625,0.0625) + float3(0.03125,0.03125,0.03125);
    r4.xyzw = t0.SampleLevel(s0_s, r4.xyz, 0).xyzw;
    r4.xyzw = r4.xyzw * float4(2.00787401,2.00787401,2.00787401,255) + float4(-1,-1,-1,-127);
    r2.w = dot(r5.xyz, r4.xyz);
    r2.w = r2.w + -r4.w;
    r0.z = r2.w * r0.w + r0.z;
    r3.xyz = r3.xyz + r3.xyz;
    r0.w = 0.5 * r0.w;
    r1.w = (int)r1.w + 1;
  }
  r0.z = r0.z * 0.5 + 0.5;
  r2.xyz = float3(0.0500000007,0.0500000007,0.0500000007) * r1.xyz;
  r3.xyz = r2.xyz;
  r0.w = 0;
  r1.zw = float2(1,0);
  while (true) {
    r2.w = cmp((uint)r1.w >= 4);
    if (r2.w != 0) break;
    r4.xyz = float3(0.0666666701,0.0666666701,0.0666666701) * r3.xyz;
    r4.xyz = frac(r4.xyz);
    r5.xyz = float3(15,15,15) * r4.xyz;
    r6.xyz = frac(r5.xyz);
    r4.xyz = r4.xyz * float3(15,15,15) + -r6.xyz;
    r7.xyz = r6.xyz * r6.xyz;
    r7.xyz = r7.xyz * r6.xyz;
    r8.xyz = r6.xyz * float3(6,6,6) + float3(-15,-15,-15);
    r6.xyz = r6.xyz * r8.xyz + float3(10,10,10);
    r4.xyz = r7.xyz * r6.xyz + r4.xyz;
    r4.xyz = r4.xyz * float3(0.0625,0.0625,0.0625) + float3(0.03125,0.03125,0.03125);
    r4.xyzw = t0.SampleLevel(s0_s, r4.xyz, 0).xyzw;
    r4.xyzw = r4.xyzw * float4(2.00787401,2.00787401,2.00787401,255) + float4(-1,-1,-1,-127);
    r2.w = dot(r5.xyz, r4.xyz);
    r2.w = r2.w + -r4.w;
    r0.w = r2.w * r1.z + r0.w;
    r3.xyz = r3.xyz + r3.xyz;
    r1.z = 0.5 * r1.z;
    r1.w = (int)r1.w + 1;
  }
  r1.z = r0.z * 2 + -0.800000012;
  r1.z = cmp(9.99999975e-006 < abs(r1.z));
  r0.z = cmp(r0.z >= 0.400000006);
  r1.xy = -r1.xy * float2(-0.00390625,-0.00390625) + float2(1,1);
  r1.x = t1.Sample(s1_s, r1.xy).x;
  r1.x = r1.x * -10 + 5;
  r0.w = r0.w * 0.5 + 0.166700006;
  r0.w = cmp(r0.w < 0);
  r0.z = r0.z ? 0 : r0.w;
  r0.z = r1.z ? r0.z : 0;
  if (r0.z != 0) discard;
  r0.z = max(0, r1.x);
  r0.y = r0.y * v2.w + r0.z;
  oDepthLE = r0.x / r0.y;
  r0.xy = v0.xy / v0.ww;
  r0.xy = -cb0[26].xy + r0.xy;
  r0.zw = v1.xy / v1.ww;
  r0.zw = -cb0[61].xy + r0.zw;
  r0.xy = r0.xy + -r0.zw;
  o0.xy = r0.xy * float2(0.249500006,0.249500006) + float2(0.499992371,0.499992371);
  o0.zw = float2(0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 6   xyzw        0     NONE   float   xy w
// TEXCOORD                 7   xyzw        1     NONE   float   xy w
// SV_Position              0   xyzw        2      POS   float   xyzw
// SV_IsFrontFace           0   x           3    FFACE    uint       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_DepthLessEqual        0    N/A oDepthLE  DEPTHLE   float    YES
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[62], immediateIndexed
dcl_constantbuffer cb1[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v0.xyw
dcl_input_ps linear v1.xyw
dcl_input_ps_siv linear noperspective centroid v2.xyzw, position
dcl_output o0.xyzw
dcl_output oDepthLE
dcl_temps 9
mov r0.x, v2.z
mov r0.y, l(1.000000)
mul r0.x, r0.x, v2.w
mul r1.xyzw, v2.yyyy, cb0[37].xyzw
mad r1.xyzw, v2.xxxx, cb0[36].xyzw, r1.xyzw
mad r1.xyzw, v2.zzzz, cb0[38].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[39].xyzw
div r1.xyz, r1.xyzx, r1.wwww
add r1.xyz, r1.xyzx, -cb0[58].xyzx
add r1.xyz, r1.xyzx, -cb1[10].xyzx
mul r2.xyz, r1.xyzx, l(0.020000, 0.020000, 0.020000, 0.000000)
mov r3.xyz, r2.xyzx
mov r0.zw, l(0,0,0,1.000000)
mov r1.w, l(0)
loop 
  uge r2.w, r1.w, l(1)
  breakc_nz r2.w
  mul r4.xyz, r3.xyzx, l(0.066667, 0.066667, 0.066667, 0.000000)
  frc r4.xyz, r4.xyzx
  mul r5.xyz, r4.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000)
  frc r6.xyz, r5.xyzx
  mad r4.xyz, r4.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000), -r6.xyzx
  mul r7.xyz, r6.xyzx, r6.xyzx
  mul r7.xyz, r6.xyzx, r7.xyzx
  mad r8.xyz, r6.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000), l(-15.000000, -15.000000, -15.000000, 0.000000)
  mad r6.xyz, r6.xyzx, r8.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000)
  mad r4.xyz, r7.xyzx, r6.xyzx, r4.xyzx
  mad r4.xyz, r4.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) r4.xyzw, r4.xyzx, t0.xyzw, s0, l(0.000000)
  mad r4.xyzw, r4.xyzw, l(2.007874, 2.007874, 2.007874, 255.000000), l(-1.000000, -1.000000, -1.000000, -127.000000)
  dp3 r2.w, r5.xyzx, r4.xyzx
  add r2.w, -r4.w, r2.w
  mad r0.z, r2.w, r0.w, r0.z
  add r3.xyz, r3.xyzx, r3.xyzx
  mul r0.w, r0.w, l(0.500000)
  iadd r1.w, r1.w, l(1)
endloop 
mad r0.z, r0.z, l(0.500000), l(0.500000)
mul r2.xyz, r1.xyzx, l(0.050000, 0.050000, 0.050000, 0.000000)
mov r3.xyz, r2.xyzx
mov r0.w, l(0)
mov r1.zw, l(0,0,1.000000,0)
loop 
  uge r2.w, r1.w, l(4)
  breakc_nz r2.w
  mul r4.xyz, r3.xyzx, l(0.066667, 0.066667, 0.066667, 0.000000)
  frc r4.xyz, r4.xyzx
  mul r5.xyz, r4.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000)
  frc r6.xyz, r5.xyzx
  mad r4.xyz, r4.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000), -r6.xyzx
  mul r7.xyz, r6.xyzx, r6.xyzx
  mul r7.xyz, r6.xyzx, r7.xyzx
  mad r8.xyz, r6.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000), l(-15.000000, -15.000000, -15.000000, 0.000000)
  mad r6.xyz, r6.xyzx, r8.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000)
  mad r4.xyz, r7.xyzx, r6.xyzx, r4.xyzx
  mad r4.xyz, r4.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) r4.xyzw, r4.xyzx, t0.xyzw, s0, l(0.000000)
  mad r4.xyzw, r4.xyzw, l(2.007874, 2.007874, 2.007874, 255.000000), l(-1.000000, -1.000000, -1.000000, -127.000000)
  dp3 r2.w, r5.xyzx, r4.xyzx
  add r2.w, -r4.w, r2.w
  mad r0.w, r2.w, r1.z, r0.w
  add r3.xyz, r3.xyzx, r3.xyzx
  mul r1.z, r1.z, l(0.500000)
  iadd r1.w, r1.w, l(1)
endloop 
mad r1.z, r0.z, l(2.000000), l(-0.800000)
lt r1.z, l(0.000010), |r1.z|
ge r0.z, r0.z, l(0.400000)
mad r1.xy, -r1.xyxx, l(-0.003906, -0.003906, 0.000000, 0.000000), l(1.000000, 1.000000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t1.xyzw, s1
mad r1.x, r1.x, l(-10.000000), l(5.000000)
mad r0.w, r0.w, l(0.500000), l(0.166700)
lt r0.w, r0.w, l(0.000000)
movc r0.z, r0.z, l(0), r0.w
and r0.z, r0.z, r1.z
discard_nz r0.z
max r0.z, r1.x, l(0.000000)
mad r0.y, r0.y, v2.w, r0.z
div oDepthLE, r0.x, r0.y
div r0.xy, v0.xyxx, v0.wwww
add r0.xy, r0.xyxx, -cb0[26].xyxx
div r0.zw, v1.xxxy, v1.wwww
add r0.zw, r0.zzzw, -cb0[61].xxxy
add r0.xy, -r0.zwzz, r0.xyxx
mad o0.xy, r0.xyxx, l(0.249500, 0.249500, 0.000000, 0.000000), l(0.499992, 0.499992, 0.000000, 0.000000)
mov o0.zw, l(0,0,0,0)
ret 
// Approximately 0 instruction slots used

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


/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HLSL errors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D:\GAMES\ECHO\Echo\Binaries\Win64\ShaderCache\3859e24f4e5d8d0c-ps_replace.txt(55,3-14): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll
error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Interpolation mode for PS input position must be linear_noperspective_centroid or linear_noperspective_sample when outputting oDepthGE or oDepthLE and not running at sample frequency (which is forced by inputting SV_SampleIndex or declaring an input linear_sample or linear_noperspective_sample). 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
