// Lights Swizzle

cbuffer cb2 : register(b2)
{
  float4 cb2[2] : packoffset(c0);
}

cbuffer cb1 : register(b1)
{
  float4 cb1[119] : packoffset(c0);
}

cbuffer cb0 : register(b0)
{
  float4 cb0[12] : packoffset(c0);
}

SamplerState s0_s_s : register(s0);
SamplerState s1_s_s : register(s1);
Texture2D<float4> t0 : register(t0);
Texture2D<float4> t1 : register(t1);


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

void main( 
  float4 v0 : SV_Position0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[8].xyzw * v0.yyyy;
  r0.xyzw = v0.xxxx * cb0[7].xyzw + r0.xyzw;
  r1.xy = cb1[118].zw * v0.xy;
  r1.x = t1.SampleLevel(s1_s_s, r1.xy, 0).x;
  r0.xyzw = r1.xxxx * cb0[9].xyzw + r0.xyzw;
  r0.xyzw = cb0[10].xyzw + r0.xyzw;
  r0.xyz = r0.yzx / r0.www;
  
  float4 s = StereoParams.Load(0);
matrix m = MATRIX(cb0, 7);
matrix im = inverse(m);
float4 t = mul(float4(r0.zxy, 1), im);
t.x -= s.x * (t.w - s.y) * cb1[118].x / 2;
r0.xyz = mul(t, m).yzx;
  
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r1.yzw = r0.xyz * r0.www;
  r0.w = max(abs(r1.y), abs(r1.z));
  r0.w = 1 / r0.w;
  r2.x = min(abs(r1.y), abs(r1.z));
  r0.w = r2.x * r0.w;
  r2.x = r0.w * r0.w;
  r2.y = r2.x * 0.0208350997 + -0.0851330012;
  r2.y = r2.x * r2.y + 0.180141002;
  r2.y = r2.x * r2.y + -0.330299497;
  r2.x = r2.x * r2.y + 0.999866009;
  r2.y = r2.x * r0.w;
  r2.y = r2.y * -2 + 1.57079637;
  r2.z = cmp(abs(r1.z) < abs(r1.y));
  r2.y = r2.z ? r2.y : 0;
  r0.w = r2.x * r0.w + r2.y;
  r2.xy = cmp(r1.zw < -r1.zw);
  r2.x = r2.x ? -3.141593 : 0;
  r0.w = r2.x + r0.w;
  r2.x = min(r1.y, r1.z);
  r2.x = cmp(r2.x < -r2.x);
  r2.x = r2.x ? -1.000000 : 0;
  r1.y = max(r1.y, r1.z);
  r1.y = cmp(r1.y >= -r1.y);
  r1.y = r2.x ? r1.y : 0;
  r1.y = cmp(0 != r1.y);
  r0.w = r1.y ? -r0.w : r0.w;
  r0.w = 3.14159274 + r0.w;
  r3.x = 0.159154937 * r0.w;
  r0.w = abs(r1.w) * -0.0187292993 + 0.0742610022;
  r0.w = r0.w * abs(r1.w) + -0.212114394;
  r0.w = r0.w * abs(r1.w) + 1.57072878;
  r1.y = 1 + -abs(r1.w);
  r1.y = sqrt(r1.y);
  r1.z = r1.y * r0.w;
  r1.z = r1.z * -2 + 3.14159274;
  r1.z = r2.y ? r1.z : 0;
  r0.w = r1.y * r0.w + r1.z;
  r3.y = 0.318309873 * r0.w;
  r1.yz = cmp(float2(0,0) < cb0[2].zw);
  r1.zw = r1.zz ? r3.xy : r0.yx;
  r0.z = cb0[2].x * r0.z;
  r0.xy = r0.yx / r0.zz;
  r0.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
  r0.xy = r1.yy ? r0.xy : r1.zw;
  r0.xyz = t0.Sample(s0_s_s, r0.xy).xyz;
  r0.xyz = cb2[1].xyz + r0.xyz;
  r0.xyz = max(float3(0,0,0), r0.xyz);
  r0.x = dot(r0.xyz, float3(0.333299994,0.333299994,0.333299994));
  r0.x = -cb0[11].y + r0.x;
  r2.xyzw = cb1[37].xyzw * v0.yyyy;
  r2.xyzw = v0.xxxx * cb1[36].xyzw + r2.xyzw;
  r1.xyzw = r1.xxxx * cb1[38].xyzw + r2.xyzw;
  r1.xyzw = cb1[39].xyzw + r1.xyzw;
  r0.yzw = r1.xyz / r1.www;
  r0.yzw = -cb1[58].xyz + r0.yzw;
  r0.yzw = cb1[55].xyz + -r0.yzw;
  r0.y = dot(r0.yzw, r0.yzw);
  r0.y = sqrt(r0.y);
  r0.y = cb0[11].x + -r0.y;
  r0.z = 0.200000003 * cb0[11].x;
  r0.y = saturate(r0.y / r0.z);
  r0.x = r0.y * r0.x;
  r0.x = cb0[2].y * r0.x + cb0[11].y;
  r0.z = sqrt(r0.x);
  r0.xyw = float3(1,1,1);
  r1.xyzw = r0.zzzz + -r0.wwzw;
  o0.xyzw = cb0[11].zzzz * r1.xyzw + r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
//   using 3Dmigoto v1.2.65 on Wed Sep 20 22:46:40 2017
//
//
// Buffer Definitions: 
//
// cbuffer cb2
// {
//
//   float4 cb2[2];                     // Offset:    0 Size:    32
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[119];                   // Offset:    0 Size:  1904
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[12];                    // Offset:    0 Size:   192
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
// cb2                               cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy  
//
//
// 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 cb2[2], immediateIndexed
dcl_constantbuffer cb1[119], immediateIndexed
dcl_constantbuffer cb0[12], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 4
mul r0.xyzw, v0.yyyy, cb0[8].xyzw
mad r0.xyzw, v0.xxxx, cb0[7].xyzw, r0.xyzw
mul r1.xy, v0.xyxx, cb1[118].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t1.xyzw, s1, l(0.000000)
mad r0.xyzw, r1.xxxx, cb0[9].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[10].xyzw
div r0.xyz, r0.yzxy, r0.wwww
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r1.yzw, r0.wwww, r0.xxyz
max r0.w, |r1.z|, |r1.y|
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
min r2.x, |r1.z|, |r1.y|
mul r0.w, r0.w, r2.x
mul r2.x, r0.w, r0.w
mad r2.y, r2.x, l(0.0208350997), l(-0.085133)
mad r2.y, r2.x, r2.y, l(0.180141)
mad r2.y, r2.x, r2.y, l(-0.330299497)
mad r2.x, r2.x, r2.y, l(0.999866)
mul r2.y, r0.w, r2.x
mad r2.y, r2.y, l(-2.000000), l(1.57079637)
lt r2.z, |r1.z|, |r1.y|
and r2.y, r2.y, r2.z
mad r0.w, r2.x, r0.w, r2.y
lt r2.xy, r1.zwzz, -r1.zwzz
and r2.x, r2.x, l(0xc0490fdc)
add r0.w, r0.w, r2.x
min r2.x, r1.z, r1.y
lt r2.x, r2.x, -r2.x
and r2.x, r2.x, l(0xbf800000)
max r1.y, r1.z, r1.y
ge r1.y, r1.y, -r1.y
and r1.y, r2.x, r1.y
ne r1.y, l(0.000000, 0.000000, 0.000000, 0.000000), r1.y
movc r0.w, r1.y, -r0.w, r0.w
add r0.w, r0.w, l(3.14159274)
mul r3.x, r0.w, l(0.159154937)
mad r0.w, |r1.w|, l(-0.0187292993), l(0.074261)
mad r0.w, r0.w, |r1.w|, l(-0.212114394)
mad r0.w, r0.w, |r1.w|, l(1.57072878)
add r1.y, -|r1.w|, l(1.000000)
sqrt r1.y, r1.y
mul r1.z, r0.w, r1.y
mad r1.z, r1.z, l(-2.000000), l(3.14159274)
and r1.z, r1.z, r2.y
mad r0.w, r1.y, r0.w, r1.z
mul r3.y, r0.w, l(0.318309873)
lt r1.yz, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[2].zzwz
movc r1.zw, r1.zzzz, r3.xxxy, r0.yyyx
mul r0.z, r0.z, cb0[2].x
div r0.xy, r0.yxyy, r0.zzzz
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
movc r0.xy, r1.yyyy, r0.xyxx, r1.zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
add r0.xyz, r0.xyzx, cb2[1].xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
dp3 r0.x, r0.xyzx, l(0.333300, 0.333300, 0.333300, 0.000000)
add r0.x, r0.x, -cb0[11].y
mul r2.xyzw, v0.yyyy, cb1[37].xyzw
mad r2.xyzw, v0.xxxx, cb1[36].xyzw, r2.xyzw
mad r1.xyzw, r1.xxxx, cb1[38].xyzw, r2.xyzw
add r1.xyzw, r1.xyzw, cb1[39].xyzw
div r0.yzw, r1.xxyz, r1.wwww
add r0.yzw, r0.yyzw, -cb1[58].xxyz
add r0.yzw, -r0.yyzw, cb1[55].xxyz
dp3 r0.y, r0.yzwy, r0.yzwy
sqrt r0.y, r0.y
add r0.y, -r0.y, cb0[11].x
mul r0.z, cb0[11].x, l(0.200000)
div_sat r0.y, r0.y, r0.z
mul r0.x, r0.x, r0.y
mad r0.x, cb0[2].y, r0.x, cb0[11].y
sqrt r0.z, r0.x
mov r0.xyw, l(1.000000,1.000000,0,1.000000)
add r1.xyzw, -r0.wwzw, r0.zzzz
mad o0.xyzw, cb0[11].zzzz, r1.xyzw, r0.xyzw
ret 
// Approximately 77 instruction slots used

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