// Blue Fire
Texture3D<float4> t5 : register(t5);

Texture3D<float4> t4 : register(t4);

Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture3D<float4> t0 : register(t0);

SamplerState s4_s : register(s4);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[3];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[135];
}




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

void main( 
  float4 v0 : TEXCOORD0,
  float4 v1 : TEXCOORD4,
  float4 v2 : TEXCOORD5,
  float3 v3 : PARTICLE_LIGHTING_OFFSET0,
  float4 v4 : TANGENTX0,
  float4 v5 : TANGENTZ0,
  float4 v6 : TEXCOORD7,
  float4 v7 : SV_Position0,
  uint v8 : 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 * v7.yyyy;
  r0.xyzw = v7.xxxx * cb0[36].xyzw + r0.xyzw;
  r0.xyzw = v7.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 = v2.xyz * float3(4,4,4) + cb2[1].xyz;
  r2.xyz = saturate(cb2[2].xyz * v2.xyz);
  r3.xyz = -cb0[126].zzz * float3(0,0,100) + r0.xyz;
  r3.xyz = float3(0.0799999982,0.0799999982,0.0799999982) * r3.xyz;
  r4.xyz = r3.xyz;
  r0.w = 0;
  r1.w = 1;
  r2.w = 0;
  while (true) {
    r3.w = cmp((uint)r2.w >= 2);
    if (r3.w != 0) break;
    r5.xyz = float3(0.0666666701,0.0666666701,0.0666666701) * r4.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);
    r3.w = dot(r6.xyz, r5.xyz);
    r3.w = r3.w + -r5.w;
    r0.w = r3.w * r1.w + r0.w;
    r4.xyz = r4.xyz + r4.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;
  r3.xyz = -cb0[126].zzz * float3(0,0,50) + r0.xyz;
  r3.xyz = float3(0.200000003,0.200000003,0.200000003) * r3.xyz;
  r4.xyz = r3.xyz;
  r1.w = 0;
  r2.w = 1;
  r3.w = 0;
  while (true) {
    r4.w = cmp((uint)r3.w >= 4);
    if (r4.w != 0) break;
    r5.xyz = float3(0.0666666701,0.0666666701,0.0666666701) * r4.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.w = dot(r6.xyz, r5.xyz);
    r4.w = r4.w + -r5.w;
    r1.w = r4.w * r2.w + r1.w;
    r4.xyz = r4.xyz + r4.xyz;
    r2.w = 0.5 * r2.w;
    r3.w = (int)r3.w + 1;
  }
  r1.w = r1.w * 0.5 + 0.5;
  r0.w = r1.w * 2 + r0.w;
  r0.w = -1 + r0.w;
  r1.w = max(9.99999997e-007, abs(v0.y));
  r1.w = r1.w * r1.w;
  r1.w = r1.w * -0.180000007 + 0.200000003;
  r3.xy = r0.ww * r1.ww + v0.xy;
  r0.w = t1.Sample(s2_s, r3.xy).x;
  r0.w = max(9.99999997e-007, abs(r0.w));
  r0.w = r0.w * r0.w;
  r0.w = v2.w * r0.w;
  r1.w = t2.Sample(s2_s, r3.xy).x;
  r1.w = 1 + -r1.w;
  r1.w = max(9.99999997e-007, abs(r1.w));
  r1.w = r1.w * r1.w;
  r0.w = r1.w * r0.w;
  r1.w = t3.Sample(s1_s, v0.xy).x;
  r3.w = saturate(r1.w * r0.w);
  r2.xyz = r2.xyz * cb0[120].www + cb0[120].xyz;
  r4.xyz = cb0[121].www * float3(0.0399999991,0.0399999991,0.0399999991) + cb0[121].xyz;
  r5.xyz = v3.xyz + r0.xyz;
  r6.xyz = -cb0[131].xyz + r5.xyz;
  r7.xyz = cb0[133].xyz * r6.xyz;
  r5.xyz = -cb0[132].xyz + r5.xyz;
  r5.xyz = cb0[134].xyz * r5.xyz;
  r6.xyz = r6.xyz * cb0[133].xyz + float3(-0.5,-0.5,-0.5);
  r6.xyz = float3(0.5,0.5,0.5) + -abs(r6.xyz);
  r6.xyz = saturate(float3(6,6,6) * r6.xyz);
  r0.w = r6.x * r6.y;
  r0.w = r0.w * r6.z;
  r6.xyz = t4.SampleLevel(s3_s, r7.xyz, 0).xyz;
  r5.xyz = t5.SampleLevel(s4_s, r5.xyz, 0).xyz;
  r6.xyz = r6.xyz + -r5.xyz;
  r5.xyz = r0.www * r6.xyz + r5.xyz;
  r5.xyz = r5.xyz * r2.xyz;
  r6.xyz = float3(0.886227548,0.886227548,0.886227548) * r5.xyz;
  r2.xyz = r4.xyz * float3(0.449999988,0.449999988,0.449999988) + r2.xyz;
  r2.xyz = -r5.xyz * float3(0.886227548,0.886227548,0.886227548) + r2.xyz;
  r2.xyz = cb0[128].xxx * r2.xyz + r6.xyz;
  r3.xyz = max(float3(0,0,0), r1.xyz);
  r0.w = cmp(0 < cb0[124].x);
  if (r0.w != 0) {
    r1.xyz = -cb1[8].xyz + r0.xyz;
    r4.xyz = float3(1,1,1) + cb1[9].xyz;
    r1.xyz = cmp(r4.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.yzw = r0.xxx ? float3(0,1,1) : float3(1,1,0);
    r1.x = 1;
    r3.xyzw = r0.wwww ? r1.yzwx : r3.xyzw;
  }
  r0.xyz = r3.xyz + r2.xyz;
  r0.xyz = v6.www * r0.xyz;
  o0.xyz = r0.xyz * r3.www;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.65 on Sun Oct 01 12:11:55 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy  
// TEXCOORD                 4   xyz         1     NONE   float       
// TEXCOORD                 5   xyzw        2     NONE   float   xyzw
// PARTICLE_LIGHTING_OFFSET     0   xyz         3     NONE   float   xyz 
// TANGENTX                 0   xyzw        4     NONE   float       
// TANGENTZ                 0   xyzw        5     NONE   float       
// TEXCOORD                 7   xyzw        6     NONE   float      w
// SV_Position              0   xyzw        7      POS   float   xyz 
// SV_IsFrontFace           0   x           8    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[135], immediateIndexed
dcl_constantbuffer cb1[10], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture3d (float,float,float,float) t4
dcl_resource_texture3d (float,float,float,float) t5
dcl_input_ps linear v0.xy
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyz
dcl_input_ps linear v6.w
dcl_input_ps_siv linear noperspective v7.xyz, position
dcl_output o0.xyzw
dcl_temps 10
mul r0.xyzw, v7.yyyy, cb0[37].xyzw
mad r0.xyzw, v7.xxxx, cb0[36].xyzw, r0.xyzw
mad r0.xyzw, v7.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
mad r1.xyz, v2.xyzx, l(4.000000, 4.000000, 4.000000, 0.000000), cb2[1].xyzx
mul_sat r2.xyz, v2.xyzx, cb2[2].xyzx
mad r3.xyz, -cb0[126].zzzz, l(0.000000, 0.000000, 100.000000, 0.000000), r0.xyzx
mul r3.xyz, r3.xyzx, l(0.080000, 0.080000, 0.080000, 0.000000)
mov r4.xyz, r3.xyzx
mov r0.w, l(0)
mov r1.w, l(1.000000)
mov r2.w, l(0)
loop 
  uge r3.w, r2.w, l(2)
  breakc_nz r3.w
  mul r5.xyz, r4.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 r3.w, r6.xyzx, r5.xyzx
  add r3.w, -r5.w, r3.w
  mad r0.w, r3.w, r1.w, r0.w
  add r4.xyz, r4.xyzx, r4.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)
mad r3.xyz, -cb0[126].zzzz, l(0.000000, 0.000000, 50.000000, 0.000000), r0.xyzx
mul r3.xyz, r3.xyzx, l(0.200000, 0.200000, 0.200000, 0.000000)
mov r4.xyz, r3.xyzx
mov r1.w, l(0)
mov r2.w, l(1.000000)
mov r3.w, l(0)
loop 
  uge r4.w, r3.w, l(4)
  breakc_nz r4.w
  mul r5.xyz, r4.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.w, r6.xyzx, r5.xyzx
  add r4.w, -r5.w, r4.w
  mad r1.w, r4.w, r2.w, r1.w
  add r4.xyz, r4.xyzx, r4.xyzx
  mul r2.w, r2.w, l(0.500000)
  iadd r3.w, r3.w, l(1)
endloop 
mad r1.w, r1.w, l(0.500000), l(0.500000)
mad r0.w, r1.w, l(2.000000), r0.w
add r0.w, r0.w, l(-1.000000)
max r1.w, |v0.y|, l(0.000001)
mul r1.w, r1.w, r1.w
mad r1.w, r1.w, l(-0.180000), l(0.200000)
mad r3.xy, r0.wwww, r1.wwww, v0.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.w, r3.xyxx, t1.yzwx, s2
max r0.w, |r0.w|, l(0.000001)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, v2.w
sample_indexable(texture2d)(float,float,float,float) r1.w, r3.xyxx, t2.yzwx, s2
add r1.w, -r1.w, l(1.000000)
max r1.w, |r1.w|, l(0.000001)
mul r1.w, r1.w, r1.w
mul r0.w, r0.w, r1.w
sample_indexable(texture2d)(float,float,float,float) r1.w, v0.xyxx, t3.yzwx, s1
mul_sat r3.w, r0.w, r1.w
mad r2.xyz, r2.xyzx, cb0[120].wwww, cb0[120].xyzx
mad r4.xyz, cb0[121].wwww, l(0.040000, 0.040000, 0.040000, 0.000000), cb0[121].xyzx
add r5.xyz, r0.xyzx, v3.xyzx
add r6.xyz, r5.xyzx, -cb0[131].xyzx
mul r7.xyz, r6.xyzx, cb0[133].xyzx
add r5.xyz, r5.xyzx, -cb0[132].xyzx
mul r5.xyz, r5.xyzx, cb0[134].xyzx
mad r6.xyz, r6.xyzx, cb0[133].xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
add r6.xyz, -|r6.xyzx|, l(0.500000, 0.500000, 0.500000, 0.000000)
mul_sat r6.xyz, r6.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000)
mul r0.w, r6.y, r6.x
mul r0.w, r6.z, r0.w
sample_l_indexable(texture3d)(float,float,float,float) r6.xyz, r7.xyzx, t4.xyzw, s3, l(0.000000)
sample_l_indexable(texture3d)(float,float,float,float) r5.xyz, r5.xyzx, t5.xyzw, s4, l(0.000000)
add r6.xyz, -r5.xyzx, r6.xyzx
mad r5.xyz, r0.wwww, r6.xyzx, r5.xyzx
mul r5.xyz, r2.xyzx, r5.xyzx
mul r6.xyz, r5.xyzx, l(0.886227548, 0.886227548, 0.886227548, 0.000000)
mad r2.xyz, r4.xyzx, l(0.450000, 0.450000, 0.450000, 0.000000), r2.xyzx
mad r2.xyz, -r5.xyzx, l(0.886227548, 0.886227548, 0.886227548, 0.000000), r2.xyzx
mad r2.xyz, cb0[128].xxxx, r2.xyzx, r6.xyzx
max r3.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 r1.xyz, r0.xyzx, -cb1[8].xyzx
  add r4.xyz, cb1[9].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  lt r1.xyz, r4.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.yzw, r0.xxxx, l(0,0,1.000000,1.000000), l(0,1.000000,1.000000,0)
  mov r1.x, l(1.000000)
  movc r3.xyzw, r0.wwww, r1.yzwx, r3.xyzw
endif 
add r0.xyz, r2.xyzx, r3.xyzx
mul r0.xyz, r0.xyzx, v6.wwww
mul o0.xyz, r3.wwww, r0.xyzx
mov o0.w, l(0)
ret 
// Approximately 0 instruction slots used

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