// Water Reflections
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[120];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[40];
}




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


void main(
  float4 v0 : TEXCOORD0,
  float3 v1 : TEXCOORD1,
  float4 v2 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

  //Fix Water Reflections
  float4 stereo = StereoParams.Load(0);
  v0.x += stereo.x / 4;
  
  r0.x = cmp(0 < cb0[19].z);
  if (r0.x != 0) {
    r0.x = dot(cb1[55].xyz, cb0[0].xyz);
    r0.x = -cb0[0].w + r0.x;
    r0.y = dot(v1.xyz, v1.xyz);
    r0.y = rsqrt(r0.y);
    r0.yzw = v1.xyz * r0.yyy;
    r0.y = dot(r0.yzw, cb0[0].xyz);
    r0.x = -r0.x / r0.y;
    r0.y = t0.SampleLevel(s0_s, v0.xy, 0).x;
    r0.z = r0.y * cb1[53].x + cb1[53].y;
    r0.y = r0.y * cb1[53].z + -cb1[53].w;
    r0.y = 1 / r0.y;
    r0.y = r0.z + r0.y;
    r0.y = r0.y + -r0.x;
    r0.y = max(0, r0.y);
    r0.z = cb1[118].y + cb1[117].y;
    r1.xz = v0.xx;
    r2.x = 0;
    r2.y = 0.5 * cb1[119].w;
    r3.xyzw = float4(0,0,0,0);
    r0.w = 0;
    r2.z = 0;
    while (true) {
      r2.w = cmp(r2.z >= cb0[19].z);
      if (r2.w != 0) break;
      r1.y = r2.z * cb1[119].w + v0.y;
      r2.w = t0.SampleLevel(s0_s, r1.xy, 0).x;
      r4.x = r2.w * cb1[53].x + cb1[53].y;
      r2.w = r2.w * cb1[53].z + -cb1[53].w;
      r2.w = 1 / r2.w;
      r2.w = r4.x + r2.w;
      r2.w = r2.w + -r0.x;
      r2.w = max(0, r2.w);
      r2.w = saturate(cb0[19].y * r2.w);
      r2.w = cb0[19].z * r2.w;
      r2.w = max(1, r2.w);
      r2.w = r2.w * r2.w;
      r4.x = r2.w + r2.w;
      r4.y = -r2.z * r2.z;
      r4.x = r4.y / r4.x;
      r4.x = 1.44269502 * r4.x;
      r4.x = exp2(r4.x);
      r2.w = 6.28318548 * r2.w;
      r2.w = sqrt(r2.w);
      r2.w = r4.x / r2.w;
      r4.x = v0.y * cb1[119].y + r2.z;
      r4.x = cmp(r4.x < r0.z);
      r4.x = r4.x ? 1.000000 : 0;
      r4.y = r4.x * r2.w;
      r4.zw = r2.xy + r1.xy;
      r5.xyzw = t1.SampleLevel(s1_s, r4.zw, 0).xyzw;
      r3.xyzw = r5.xyzw * r4.yyyy + r3.xyzw;
      r0.w = r2.w * r4.x + r0.w;
      r2.z = 2 + r2.z;
    }
    r0.y = r0.y + r0.y;
    r2.xyzw = r3.xyzw;
    r0.z = r0.w;
    r1.x = -2;
    while (true) {
      r1.y = cmp(-cb0[19].z >= r1.x);
      if (r1.y != 0) break;
      r1.w = r1.x * cb1[119].w + v0.y;
      r1.y = t0.SampleLevel(s0_s, r1.zw, 0).x;
      r4.x = r1.y * cb1[53].x + cb1[53].y;
      r1.y = r1.y * cb1[53].z + -cb1[53].w;
      r1.y = 1 / r1.y;
      r1.y = r4.x + r1.y;
      r1.y = r1.y + -r0.x;
      r1.y = max(0, r1.y);
      r4.x = saturate(cb0[19].y * r1.y);
      r4.x = cb0[19].z * r4.x;
      r4.x = max(1, r4.x);
      r4.x = r4.x * r4.x;
      r4.y = r4.x + r4.x;
      r4.z = -r1.x * r1.x;
      r4.y = r4.z / r4.y;
      r4.xy = float2(6.28318548,1.44269502) * r4.xy;
      r4.y = exp2(r4.y);
      r4.x = sqrt(r4.x);
      r4.x = r4.y / r4.x;
      r4.y = v0.y * cb1[119].y + r1.x;
      r1.y = cmp(r1.y < r0.y);
      r1.y = r1.y ? 1.000000 : 0;
      r1.y = r4.x * r1.y;
      r4.x = cmp(cb1[117].y < r4.y);
      r4.x = r4.x ? 1.000000 : 0;
      r4.y = r4.x * r1.y;
      r5.xyzw = t1.SampleLevel(s1_s, r1.zw, 0).xyzw;
      r2.xyzw = r5.xyzw * r4.yyyy + r2.xyzw;
      r0.z = r1.y * r4.x + r0.z;
      r1.x = -2 + r1.x;
    }
    r0.x = max(9.99999975e-005, r0.z);
    r0.xyzw = r2.xyzw / r0.xxxx;
    o0.xyzw = r0.xyzw * float4(1,1,1,-1) + float4(0,0,0,1);
  } else {
    r0.xyzw = t1.SampleLevel(s1_s, v0.xy, 0).xyzw;
    o0.xyzw = r0.xyzw * float4(1,1,1,-1) + float4(0,0,0,1);
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sat Aug 11 16:20:40 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// SV_POSITION              0   xyzw        2      POS   float
//
//
// 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[20], immediateIndexed
dcl_constantbuffer cb1[120], 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 linear v0.xy
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 6
lt r0.x, l(0.000000), cb0[19].z
if_nz r0.x
  dp3 r0.x, cb1[55].xyzx, cb0[0].xyzx
  add r0.x, r0.x, -cb0[0].w
  dp3 r0.y, v1.xyzx, v1.xyzx
  rsq r0.y, r0.y
  mul r0.yzw, r0.yyyy, v1.xxyz
  dp3 r0.y, r0.yzwy, cb0[0].xyzx
  div r0.x, -r0.x, r0.y
  sample_l_indexable(texture2d)(float,float,float,float) r0.y, v0.xyxx, t0.yxzw, s0, l(0.000000)
  mad r0.z, r0.y, cb1[53].x, cb1[53].y
  mad r0.y, r0.y, cb1[53].z, -cb1[53].w
  div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
  add r0.y, r0.y, r0.z
  add r0.y, -r0.x, r0.y
  max r0.y, r0.y, l(0.000000)
  add r0.z, cb1[117].y, cb1[118].y
  mov r1.xz, v0.xxxx
  mov r2.x, l(0)
  mul r2.y, cb1[119].w, l(0.500000)
  mov r3.xyzw, l(0,0,0,0)
  mov r0.w, l(0)
  mov r2.z, l(0)
  loop
    ge r2.w, r2.z, cb0[19].z
    breakc_nz r2.w
    mad r1.y, r2.z, cb1[119].w, v0.y
    sample_l_indexable(texture2d)(float,float,float,float) r2.w, r1.xyxx, t0.yzwx, s0, l(0.000000)
    mad r4.x, r2.w, cb1[53].x, cb1[53].y
    mad r2.w, r2.w, cb1[53].z, -cb1[53].w
    div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r2.w
    add r2.w, r2.w, r4.x
    add r2.w, -r0.x, r2.w
    max r2.w, r2.w, l(0.000000)
    mul_sat r2.w, r2.w, cb0[19].y
    mul r2.w, r2.w, cb0[19].z
    max r2.w, r2.w, l(1.000000)
    mul r2.w, r2.w, r2.w
    add r4.x, r2.w, r2.w
    mul r4.y, r2.z, -r2.z
    div r4.x, r4.y, r4.x
    mul r4.x, r4.x, l(1.442695)
    exp r4.x, r4.x
    mul r2.w, r2.w, l(6.28318548)
    sqrt r2.w, r2.w
    div r2.w, r4.x, r2.w
    mad r4.x, v0.y, cb1[119].y, r2.z
    lt r4.x, r4.x, r0.z
    and r4.x, r4.x, l(0x3f800000)
    mul r4.y, r2.w, r4.x
    add r4.zw, r1.xxxy, r2.xxxy
    sample_l_indexable(texture2d)(float,float,float,float) r5.xyzw, r4.zwzz, t1.xyzw, s1, l(0.000000)
    mad r3.xyzw, r5.xyzw, r4.yyyy, r3.xyzw
    mad r0.w, r2.w, r4.x, r0.w
    add r2.z, r2.z, l(2.000000)
  endloop
  add r0.y, r0.y, r0.y
  mov r2.xyzw, r3.xyzw
  mov r0.z, r0.w
  mov r1.x, l(-2.000000)
  loop
    ge r1.y, -cb0[19].z, r1.x
    breakc_nz r1.y
    mad r1.w, r1.x, cb1[119].w, v0.y
    sample_l_indexable(texture2d)(float,float,float,float) r1.y, r1.zwzz, t0.yxzw, s0, l(0.000000)
    mad r4.x, r1.y, cb1[53].x, cb1[53].y
    mad r1.y, r1.y, cb1[53].z, -cb1[53].w
    div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), r1.y
    add r1.y, r1.y, r4.x
    add r1.y, -r0.x, r1.y
    max r1.y, r1.y, l(0.000000)
    mul_sat r4.x, r1.y, cb0[19].y
    mul r4.x, r4.x, cb0[19].z
    max r4.x, r4.x, l(1.000000)
    mul r4.x, r4.x, r4.x
    add r4.y, r4.x, r4.x
    mul r4.z, r1.x, -r1.x
    div r4.y, r4.z, r4.y
    mul r4.xy, r4.xyxx, l(6.28318548, 1.442695, 0.000000, 0.000000)
    exp r4.y, r4.y
    sqrt r4.x, r4.x
    div r4.x, r4.y, r4.x
    mad r4.y, v0.y, cb1[119].y, r1.x
    lt r1.y, r1.y, r0.y
    and r1.y, r1.y, l(0x3f800000)
    mul r1.y, r1.y, r4.x
    lt r4.x, cb1[117].y, r4.y
    and r4.x, r4.x, l(0x3f800000)
    mul r4.y, r1.y, r4.x
    sample_l_indexable(texture2d)(float,float,float,float) r5.xyzw, r1.zwzz, t1.xyzw, s1, l(0.000000)
    mad r2.xyzw, r5.xyzw, r4.yyyy, r2.xyzw
    mad r0.z, r1.y, r4.x, r0.z
    add r1.x, r1.x, l(-2.000000)
  endloop
  max r0.x, r0.z, l(0.000100)
  div r0.xyzw, r2.xyzw, r0.xxxx
  mad o0.xyzw, r0.xyzw, l(1.000000, 1.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.000000, 1.000000)
else
  sample_l_indexable(texture2d)(float,float,float,float) r0.xyzw, v0.xyxx, t1.xyzw, s1, l(0.000000)
  mad o0.xyzw, r0.xyzw, l(1.000000, 1.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.000000, 1.000000)
endif
ret
// Approximately 0 instruction slots used

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