// Craft Lights
Texture2D<float4> t1 : register(t1);

Texture3D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

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

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

cbuffer cb0 : register(b0)
{
  float4 cb0[125];
}




// 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 : COLOR0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD7,
  float4 v5 : SV_Position0,
  uint v6 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[37].xyzw * v5.yyyy;
  r0.xyzw = v5.xxxx * cb0[36].xyzw + r0.xyzw;
  r0.xyzw = v5.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.xyz = float3(0.0199999996,0.0199999996,0.0199999996) * r0.xyz;
  r2.xyz = r1.xyz;
  r0.w = 0;
  r1.w = 1;
  r2.w = 0;
  while (true) {
    r3.x = cmp((uint)r2.w >= 7);
    if (r3.x != 0) break;
    r3.xyz = float3(0.0666666701,0.0666666701,0.0666666701) * r2.xyz;
    r3.xyz = frac(r3.xyz);
    r4.xyz = float3(15,15,15) * r3.xyz;
    r5.xyz = frac(r4.xyz);
    r3.xyz = r3.xyz * float3(15,15,15) + -r5.xyz;
    r6.xyz = r5.xyz * r5.xyz;
    r6.xyz = r6.xyz * r5.xyz;
    r7.xyz = r5.xyz * float3(6,6,6) + float3(-15,-15,-15);
    r5.xyz = r5.xyz * r7.xyz + float3(10,10,10);
    r3.xyz = r6.xyz * r5.xyz + r3.xyz;
    r3.xyz = r3.xyz * float3(0.0625,0.0625,0.0625) + float3(0.03125,0.03125,0.03125);
    r3.xyzw = t0.SampleLevel(s0_s, r3.xyz, 0).xyzw;
    r3.xyzw = r3.xyzw * float4(2.00787401,2.00787401,2.00787401,255) + float4(-1,-1,-1,-127);
    r3.x = dot(r4.xyz, r3.xyz);
    r3.x = r3.x + -r3.w;
    r0.w = r3.x * r1.w + r0.w;
    r2.xyz = r2.xyz + r2.xyz;
    r1.w = 0.5 * r1.w;
    r2.w = (int)r2.w + 1;
  }
  r0.w = r0.w * 0.5 + 0.5;
  r0.w = r0.w * 2 + -1;
  r2.xyz = r1.xyz;
  r1.w = 0;
  r2.w = 0;
  while (true) {
    r3.x = cmp((uint)r2.w >= 1);
    if (r3.x != 0) break;
    r3.xyz = float3(0.0666666701,0.0666666701,0.0666666701) * r2.xyz;
    r3.xyz = frac(r3.xyz);
    r4.xyz = float3(15,15,15) * r3.xyz;
    r5.xyz = frac(r4.xyz);
    r3.xyz = r3.xyz * float3(15,15,15) + -r5.xyz;
    r6.xyz = r5.xyz * r5.xyz;
    r6.xyz = r6.xyz * r5.xyz;
    r7.xyz = r5.xyz * float3(6,6,6) + float3(-15,-15,-15);
    r5.xyz = r5.xyz * r7.xyz + float3(10,10,10);
    r3.xyz = r6.xyz * r5.xyz + r3.xyz;
    r3.xyz = r3.xyz * float3(0.0625,0.0625,0.0625) + float3(0.03125,0.03125,0.03125);
    r3.xyzw = t0.SampleLevel(s0_s, r3.xyz, 0).xyzw;
    r3.xyzw = r3.xyzw * float4(2.00787401,2.00787401,2.00787401,255) + float4(-1,-1,-1,-127);
    r3.x = dot(r4.xyz, r3.xyz);
    r3.x = r3.x + -r3.w;
    r1.w = r3.x + r1.w;
    r2.w = (int)r2.w + 1;
  }
  r1.x = r1.w * 0.5 + 0.5;
  r1.x = r1.x * 50 + 50;
  r1.xyz = r0.www * r1.xxx + r0.xyz;
  r1.xyz = float3(0.00999999978,0.00999999978,0.00999999978) * r1.xyz;
  r2.xyz = r1.xyz;
  r0.w = 0;
  r1.w = 1;
  r2.w = 0;
  while (true) {
    r3.x = cmp((uint)r2.w >= 5);
    if (r3.x != 0) break;
    r3.xyz = float3(0.0666666701,0.0666666701,0.0666666701) * r2.xyz;
    r3.xyz = frac(r3.xyz);
    r4.xyz = float3(15,15,15) * r3.xyz;
    r5.xyz = frac(r4.xyz);
    r3.xyz = r3.xyz * float3(15,15,15) + -r5.xyz;
    r6.xyz = r5.xyz * r5.xyz;
    r6.xyz = r6.xyz * r5.xyz;
    r7.xyz = r5.xyz * float3(6,6,6) + float3(-15,-15,-15);
    r5.xyz = r5.xyz * r7.xyz + float3(10,10,10);
    r3.xyz = r6.xyz * r5.xyz + r3.xyz;
    r3.xyz = r3.xyz * float3(0.0625,0.0625,0.0625) + float3(0.03125,0.03125,0.03125);
    r3.xyzw = t0.SampleLevel(s0_s, r3.xyz, 0).xyzw;
    r3.xyzw = r3.xyzw * float4(2.00787401,2.00787401,2.00787401,255) + float4(-1,-1,-1,-127);
    r3.x = dot(r4.xyz, r3.xyz);
    r3.x = r3.x + -r3.w;
    r0.w = r3.x * r1.w + r0.w;
    r2.xyz = r2.xyz + r2.xyz;
    r1.w = 0.5 * r1.w;
    r2.w = (int)r2.w + 1;
  }
  r0.w = r0.w * 0.5 + 0.5;
  r0.w = r0.w * 2 + -1;
  r1.x = t1.Sample(s1_s, v3.xy).x;
  r1.x = 1 + -r1.x;
  r1.y = 1 + -v3.y;
  r1.y = max(9.99999997e-007, abs(r1.y));
  r1.y = r1.y * r1.y;
  r1.z = r1.y * r1.y;
  r1.y = r1.y * r1.y + r1.x;
  r1.x = max(9.99999997e-007, abs(r1.x));
  r1.x = r1.x * r1.x;
  r0.w = abs(r0.w) * r1.y + r1.x;
  r1.x = r1.z * r1.z;
  r0.w = r0.w * r0.w;
  r0.w = r1.x * r0.w;
  r1.xyz = r0.www * float3(20,15.8259592,0) + cb2[1].xyz;
  r1.xyz = max(float3(0,0,0), r1.xyz);
  r0.w = cmp(0 < cb0[124].x);
  if (r0.w != 0) {
    r2.xyz = -cb1[8].xyz + r0.xyz;
    r3.xyz = float3(1,1,1) + cb1[9].xyz;
    r2.xyz = cmp(r3.xyz < abs(r2.xyz));
    r0.w = (int)r2.y | (int)r2.x;
    r0.w = (int)r2.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);
    r0.xyz = r0.xxx ? float3(0,1,1) : float3(1,1,0);
    r1.xyz = r0.www ? r0.xyz : r1.xyz;
  }
  o0.xyz = v4.www * r1.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.65 on Wed Oct 11 21:55:33 2017
//
//
// 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                 0   xy          3     NONE   float   xy  
// TEXCOORD                 7   xyzw        4     NONE   float      w
// SV_Position              0   xyzw        5      POS   float   xyz 
// SV_IsFrontFace           0   x           6    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[125], immediateIndexed
dcl_constantbuffer cb1[10], immediateIndexed
dcl_constantbuffer cb2[2], 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 v3.xy
dcl_input_ps linear v4.w
dcl_input_ps_siv linear noperspective v5.xyz, position
dcl_output o0.xyzw
dcl_temps 8
mul r0.xyzw, v5.yyyy, cb0[37].xyzw
mad r0.xyzw, v5.xxxx, cb0[36].xyzw, r0.xyzw
mad r0.xyzw, v5.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
mul r1.xyz, r0.xyzx, l(0.020000, 0.020000, 0.020000, 0.000000)
mov r2.xyz, r1.xyzx
mov r0.w, l(0)
mov r1.w, l(1.000000)
mov r2.w, l(0)
loop 
  uge r3.x, r2.w, l(7)
  breakc_nz r3.x
  mul r3.xyz, r2.xyzx, l(0.0666666701, 0.0666666701, 0.0666666701, 0.000000)
  frc r3.xyz, r3.xyzx
  mul r4.xyz, r3.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000)
  frc r5.xyz, r4.xyzx
  mad r3.xyz, r3.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000), -r5.xyzx
  mul r6.xyz, r5.xyzx, r5.xyzx
  mul r6.xyz, r5.xyzx, r6.xyzx
  mad r7.xyz, r5.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000), l(-15.000000, -15.000000, -15.000000, 0.000000)
  mad r5.xyz, r5.xyzx, r7.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000)
  mad r3.xyz, r6.xyzx, r5.xyzx, r3.xyzx
  mad r3.xyz, r3.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) r3.xyzw, r3.xyzx, t0.xyzw, s0, l(0.000000)
  mad r3.xyzw, r3.xyzw, l(2.007874, 2.007874, 2.007874, 255.000000), l(-1.000000, -1.000000, -1.000000, -127.000000)
  dp3 r3.x, r4.xyzx, r3.xyzx
  add r3.x, -r3.w, r3.x
  mad r0.w, r3.x, r1.w, r0.w
  add r2.xyz, r2.xyzx, r2.xyzx
  mul r1.w, r1.w, l(0.500000)
  iadd r2.w, r2.w, l(1)
endloop 
mad r0.w, r0.w, l(0.500000), l(0.500000)
mad r0.w, r0.w, l(2.000000), l(-1.000000)
mov r2.xyz, r1.xyzx
mov r1.w, l(0)
mov r2.w, l(0)
loop 
  uge r3.x, r2.w, l(1)
  breakc_nz r3.x
  mul r3.xyz, r2.xyzx, l(0.0666666701, 0.0666666701, 0.0666666701, 0.000000)
  frc r3.xyz, r3.xyzx
  mul r4.xyz, r3.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000)
  frc r5.xyz, r4.xyzx
  mad r3.xyz, r3.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000), -r5.xyzx
  mul r6.xyz, r5.xyzx, r5.xyzx
  mul r6.xyz, r5.xyzx, r6.xyzx
  mad r7.xyz, r5.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000), l(-15.000000, -15.000000, -15.000000, 0.000000)
  mad r5.xyz, r5.xyzx, r7.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000)
  mad r3.xyz, r6.xyzx, r5.xyzx, r3.xyzx
  mad r3.xyz, r3.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) r3.xyzw, r3.xyzx, t0.xyzw, s0, l(0.000000)
  mad r3.xyzw, r3.xyzw, l(2.007874, 2.007874, 2.007874, 255.000000), l(-1.000000, -1.000000, -1.000000, -127.000000)
  dp3 r3.x, r4.xyzx, r3.xyzx
  add r3.x, -r3.w, r3.x
  add r1.w, r1.w, r3.x
  iadd r2.w, r2.w, l(1)
endloop 
mad r1.x, r1.w, l(0.500000), l(0.500000)
mad r1.x, r1.x, l(50.000000), l(50.000000)
mad r1.xyz, r0.wwww, r1.xxxx, r0.xyzx
mul r1.xyz, r1.xyzx, l(0.010000, 0.010000, 0.010000, 0.000000)
mov r2.xyz, r1.xyzx
mov r0.w, l(0)
mov r1.w, l(1.000000)
mov r2.w, l(0)
loop 
  uge r3.x, r2.w, l(5)
  breakc_nz r3.x
  mul r3.xyz, r2.xyzx, l(0.0666666701, 0.0666666701, 0.0666666701, 0.000000)
  frc r3.xyz, r3.xyzx
  mul r4.xyz, r3.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000)
  frc r5.xyz, r4.xyzx
  mad r3.xyz, r3.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000), -r5.xyzx
  mul r6.xyz, r5.xyzx, r5.xyzx
  mul r6.xyz, r5.xyzx, r6.xyzx
  mad r7.xyz, r5.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000), l(-15.000000, -15.000000, -15.000000, 0.000000)
  mad r5.xyz, r5.xyzx, r7.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000)
  mad r3.xyz, r6.xyzx, r5.xyzx, r3.xyzx
  mad r3.xyz, r3.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) r3.xyzw, r3.xyzx, t0.xyzw, s0, l(0.000000)
  mad r3.xyzw, r3.xyzw, l(2.007874, 2.007874, 2.007874, 255.000000), l(-1.000000, -1.000000, -1.000000, -127.000000)
  dp3 r3.x, r4.xyzx, r3.xyzx
  add r3.x, -r3.w, r3.x
  mad r0.w, r3.x, r1.w, r0.w
  add r2.xyz, r2.xyzx, r2.xyzx
  mul r1.w, r1.w, l(0.500000)
  iadd r2.w, r2.w, l(1)
endloop 
mad r0.w, r0.w, l(0.500000), l(0.500000)
mad r0.w, r0.w, l(2.000000), l(-1.000000)
sample_indexable(texture2d)(float,float,float,float) r1.x, v3.xyxx, t1.xyzw, s1
add r1.x, -r1.x, l(1.000000)
add r1.y, -v3.y, l(1.000000)
max r1.y, |r1.y|, l(0.000001)
mul r1.y, r1.y, r1.y
mul r1.z, r1.y, r1.y
mad r1.y, r1.y, r1.y, r1.x
max r1.x, |r1.x|, l(0.000001)
mul r1.x, r1.x, r1.x
mad r0.w, |r0.w|, r1.y, r1.x
mul r1.x, r1.z, r1.z
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.x
mad r1.xyz, r0.wwww, l(20.000000, 15.825959, 0.000000, 0.000000), cb2[1].xyzx
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.w, l(0.000000), cb0[124].x
if_nz r0.w
  add r2.xyz, r0.xyzx, -cb1[8].xyzx
  add r3.xyz, cb1[9].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  lt r2.xyz, r3.xyzx, |r2.xyzx|
  or r0.w, r2.y, r2.x
  or r0.w, r2.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 r0.xyz, r0.xxxx, l(0,1.000000,1.000000,0), l(1.000000,1.000000,0,0)
  movc r1.xyz, r0.wwww, r0.xyzx, r1.xyzx
endif 
mul o0.xyz, r1.xyzx, v4.wwww
mov o0.w, l(0)
ret 
// Approximately 0 instruction slots used

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