// Shadows MSAA 2x

cbuffer _cbSharedPerViewData : register(b1)
{

  struct
  {
    row_major float4x4 mProjection;
    row_major float4x4 mViewToViewport;
    row_major float4x4 mViewToWorld;
    float4 vViewRemap;
    float4 vViewDepthRemap;
    float4 vEyeVectorUL;
    float4 vEyeVectorLR;
    float4 v4ShadowRange;
    float4 vViewSpaceUpVector;
    float4 vGlobalLitFactor;
    float4 vViewportSize;
    float4 vEngineTime;
    float4 vShaderColor0;
    float4 vShaderColor1;
    float4 vShaderColor2;
    float4 vShaderColor3;
    float4 vShaderColor4;
    float4 vClipPlane;
  } cbSharedPerViewData : packoffset(c0);

}

cbuffer _cbSharedLightData : register(b2)
{

  struct
  {
    float4 vParams0;
    float4 vParams1;
    float4 vParams2;
    float4 vLightDiffuse;
    float4 vHalfLightBoxFadeNeg;
    float4 vHalfLightBoxFadePos;
    float4 vRcpLightBoxFadeNeg;
    float4 vRcpLightBoxFadePos;
    float4 vLightPosView;
    float4 vLightDirView;
    float4 vProjectorTilingOffset;
    row_major float4x4 mViewToShadowProjTrans;
    row_major float4x4 mViewToLightProjTrans;
    float4 vLightParams;
    float4 vRestrictLightBoxVectorX;
    float4 vRestrictLightBoxVectorY;
    float4 vRestrictLightBoxVectorZ;
    float4 vRestrictLightBoxPosition;
  } cbSharedLightData : packoffset(c0);

}

SamplerState samplerLightModel_s : register(s0);
SamplerState samplerLightProjectorMap0_s : register(s1);
SamplerState samplerShadowColor0BWhite_s : register(s2);
Texture2D<float4> mapLightModel : register(t0);
Texture2D<float4> mapLightProjectorMap0 : register(t1);
Texture2D<float4> mapShadowColor0BWhite : register(t2);
Texture2DMS<float4,2> mapDeferred0 : register(t3);
Texture2DMS<float4,2> mapDeferred1 : register(t4);
Texture2DMS<float4,2> mapDeferred2 : register(t5);
Texture2DMS<float4,2> mapDeferred3 : register(t6);


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


void main( 
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  uint v3 : SV_SampleIndex0,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = (int2)v0.xy;
  r0.zw = float2(0,0);
  r1.xyz = mapDeferred1.Load(r0.xy, v3.x).xyz;
  r1.xyz = float3(-0.5,-0.5,-0.5) + r1.xyz;
  r1.xyz = r1.xyz + r1.xyz;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  r1.xyz = r1.xyz * r1.www;
  r1.w = dot(r1.xyz, cbSharedLightData.vLightDirView.xyz);
  r2.x = r1.w + r1.w;
  r1.xyz = -r2.xxx * r1.xyz + cbSharedLightData.vLightDirView.xyz;
  r2.x = 1 / v1.w;
  r2.xyz = v2.xyz * r2.xxx;
  r2.w = mapDeferred0.Load(r0.xy, v3.x).x;
  r2.w = cbSharedPerViewData.vViewRemap.z * r2.w + -cbSharedPerViewData.vViewRemap.y;
  r2.w = 1 / r2.w;
  r2.xyz = r2.www * r2.xyz;
  
  float4 r22;
  r22.w = r2.w;
  
  
  r2.w = dot(-r2.xyz, -r2.xyz);
  r2.w = rsqrt(r2.w);
  r3.xyz = -r2.xyz * r2.www;
  r1.x = saturate(dot(r3.xyz, -r1.xyz));
  r3.xyzw = mapDeferred2.Load(r0.xy, v3.x).xyzw;
  r0.xyz = mapDeferred3.Load(r0.xy, v3.x).xyw;
  r1.y = r3.w;
  r1.y = dot(r1.xy, float2(0.248046875,0.75390625));
  r1.x = saturate(r1.w);
  r1.w = saturate(-r1.w);
  r4.xyzw = mapLightModel.Sample(samplerLightModel_s, r1.xy).xyzw;
  r0.w = r4.w * 1024 + -1000;
  r0.y = r0.y * r0.w;
  r0.y = exp2(r0.y);
  r0.w = dot(r3.xyz, float3(0.447058499,0.882354021,0.170587495));
  r1.xyz = r3.xyz * float3(2,2,2) + -r0.www;
  r0.w = 1 + -cbSharedLightData.vLightDiffuse.w;
  r0.z = r0.w * r0.z;
  r0.z = r0.z * r1.w;
  r1.xyz = r0.zzz * r1.xyz;
  r0.xyz = r0.xxx * r0.yyy + r1.xyz;
  r0.xyz = cbSharedLightData.vLightParams.xxx * r0.xyz;
  r0.xyz = r4.xyz * r3.xyz + r0.xyz;
  r1.xyzw = cbSharedLightData.mViewToLightProjTrans._m10_m11_m12_m13 * r2.yyyy;
  
  float4 stereo = StereoParams.Load(0);
  r2.x -= stereo.x * (r22.w  - stereo.y) / cbSharedPerViewData.mProjection._m00;
  
  r1.xyzw = r2.xxxx * cbSharedLightData.mViewToLightProjTrans._m00_m01_m02_m03 + r1.xyzw;
  r1.xyzw = r2.zzzz * cbSharedLightData.mViewToLightProjTrans._m20_m21_m22_m23 + r1.xyzw;
  r1.xyzw = cbSharedLightData.mViewToLightProjTrans._m30_m31_m32_m33 + r1.xyzw;
  r1.xyz = r1.zxy / r1.www;
  r1.x = saturate(r1.x);
  r2.xy = mapShadowColor0BWhite.SampleLevel(samplerShadowColor0BWhite_s, r1.yz, 0).xy;
  r1.yz = r1.yz * cbSharedLightData.vProjectorTilingOffset.xy + cbSharedLightData.vProjectorTilingOffset.zw;
  r1.yzw = mapLightProjectorMap0.SampleLevel(samplerLightProjectorMap0_s, r1.yz, -2).xyz;
  r1.yzw = cbSharedLightData.vLightDiffuse.xyz * r1.yzw;
  r0.w = r2.x + -r1.x;
  r1.x = saturate(-r2.x * r2.x + r2.y);
  r1.x = 0.00039999999 + r1.x;
  r1.x = min(1, r1.x);
  r1.x = rsqrt(r1.x);
  r0.w = cbSharedLightData.vLightParams.y * r0.w;
  r0.w = saturate(r0.w * r1.x + 1);
  r1.x = 1 + -r0.w;
  r0.w = cbSharedLightData.vLightDiffuse.w * r1.x + r0.w;
  r1.xyz = r1.yzw * r0.www;
  o0.xyz = r1.xyz * r0.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
//   using 3Dmigoto v1.2.19 on Fri Jan 15 19:19:09 2016
//
//
// Buffer Definitions: 
//
// cbuffer _cbSharedPerViewData
// {
//
//   struct
//   {
//       
//       row_major float4x4 mProjection;// Offset:    0
//       row_major float4x4 mViewToViewport;// Offset:   64
//       row_major float4x4 mViewToWorld;// Offset:  128
//       float4 vViewRemap;             // Offset:  192
//       float4 vViewDepthRemap;        // Offset:  208
//       float4 vEyeVectorUL;           // Offset:  224
//       float4 vEyeVectorLR;           // Offset:  240
//       float4 v4ShadowRange;          // Offset:  256
//       float4 vViewSpaceUpVector;     // Offset:  272
//       float4 vGlobalLitFactor;       // Offset:  288
//       float4 vViewportSize;          // Offset:  304
//       float4 vEngineTime;            // Offset:  320
//       float4 vShaderColor0;          // Offset:  336
//       float4 vShaderColor1;          // Offset:  352
//       float4 vShaderColor2;          // Offset:  368
//       float4 vShaderColor3;          // Offset:  384
//       float4 vShaderColor4;          // Offset:  400
//       float4 vClipPlane;             // Offset:  416
//
//   } cbSharedPerViewData;             // Offset:    0 Size:   432
//
// }
//
// cbuffer _cbSharedLightData
// {
//
//   struct
//   {
//       
//       float4 vParams0;               // Offset:    0
//       float4 vParams1;               // Offset:   16
//       float4 vParams2;               // Offset:   32
//       float4 vLightDiffuse;          // Offset:   48
//       float4 vHalfLightBoxFadeNeg;   // Offset:   64
//       float4 vHalfLightBoxFadePos;   // Offset:   80
//       float4 vRcpLightBoxFadeNeg;    // Offset:   96
//       float4 vRcpLightBoxFadePos;    // Offset:  112
//       float4 vLightPosView;          // Offset:  128
//       float4 vLightDirView;          // Offset:  144
//       float4 vProjectorTilingOffset; // Offset:  160
//       row_major float4x4 mViewToShadowProjTrans;// Offset:  176
//       row_major float4x4 mViewToLightProjTrans;// Offset:  240
//       float4 vLightParams;           // Offset:  304
//       float4 vRestrictLightBoxVectorX;// Offset:  320
//       float4 vRestrictLightBoxVectorY;// Offset:  336
//       float4 vRestrictLightBoxVectorZ;// Offset:  352
//       float4 vRestrictLightBoxPosition;// Offset:  368
//
//   } cbSharedLightData;               // Offset:    0 Size:   384
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samplerLightModel                 sampler      NA          NA    0        1
// samplerLightProjectorMap0         sampler      NA          NA    1        1
// samplerShadowColor0BWhite         sampler      NA          NA    2        1
// mapLightModel                     texture  float4          2d    0        1
// mapLightProjectorMap0             texture  float4          2d    1        1
// mapShadowColor0BWhite             texture  float4          2d    2        1
// mapDeferred0                      texture  float4       2dMS2    3        1
// mapDeferred1                      texture  float4       2dMS2    4        1
// mapDeferred2                      texture  float4       2dMS2    5        1
// mapDeferred3                      texture  float4       2dMS2    6        1
// _cbSharedPerViewData              cbuffer      NA          NA    1        1
// _cbSharedLightData                cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy  
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyz 
// SV_SampleIndex           0   x           3   SAMPLE    uint   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
//
// Pixel Shader runs at sample frequency
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[13], immediateIndexed
dcl_constantbuffer cb2[20], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2dms(2) (float,float,float,float) t3
dcl_resource_texture2dms(2) (float,float,float,float) t4
dcl_resource_texture2dms(2) (float,float,float,float) t5
dcl_resource_texture2dms(2) (float,float,float,float) t6
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.w
dcl_input_ps linear v2.xyz
dcl_input_ps_sgv v3.x, sampleIndex
dcl_output o0.xyzw
dcl_temps 5
ftoi r0.xy, v0.xyxx
mov r0.zw, l(0,0,0,0)
ldms r1.xyz, r0.xyww, t4.xyzw, v3.x
add r1.xyz, r1.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
add r1.xyz, r1.xyzx, r1.xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
dp3 r1.w, r1.xyzx, cb2[9].xyzx
add r2.x, r1.w, r1.w
mad r1.xyz, -r2.xxxx, r1.xyzx, cb2[9].xyzx
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), v1.w
mul r2.xyz, r2.xxxx, v2.xyzx
ldms r2.w, r0.xyww, t3.yzwx, v3.x
mad r2.w, cb1[12].z, r2.w, -cb1[12].y
div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r2.w
mul r2.xyz, r2.xyzx, r2.wwww
dp3 r2.w, -r2.xyzx, -r2.xyzx
rsq r2.w, r2.w
mul r3.xyz, r2.wwww, -r2.xyzx
dp3_sat r1.x, r3.xyzx, -r1.xyzx
ldms r3.xyzw, r0.xyww, t5.xyzw, v3.x
ldms r0.xyz, r0.xyzw, t6.xywz, v3.x
mov r1.y, r3.w
dp2 r1.y, r1.xyxx, l(0.248046875, 0.753906250, 0.000000, 0.000000)
mov_sat r1.x, r1.w
mov_sat r1.w, -r1.w
sample r4.xyzw, r1.xyxx, t0.xyzw, s0
mad r0.w, r4.w, l(1024.000000), l(-1000.000000)
mul r0.y, r0.w, r0.y
exp r0.y, r0.y
dp3 r0.w, r3.xyzx, l(0.447058499, 0.882354, 0.170587495, 0.000000)
mad r1.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), -r0.wwww
add r0.w, -cb2[3].w, l(1.000000)
mul r0.z, r0.z, r0.w
mul r0.z, r1.w, r0.z
mul r1.xyz, r1.xyzx, r0.zzzz
mad r0.xyz, r0.xxxx, r0.yyyy, r1.xyzx
mul r0.xyz, r0.xyzx, cb2[19].xxxx
mad r0.xyz, r4.xyzx, r3.xyzx, r0.xyzx
mul r1.xyzw, r2.yyyy, cb2[16].xyzw
mad r1.xyzw, r2.xxxx, cb2[15].xyzw, r1.xyzw
mad r1.xyzw, r2.zzzz, cb2[17].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb2[18].xyzw
div r1.xyz, r1.zxyz, r1.wwww
mov_sat r1.x, r1.x
sample_l r2.xy, r1.yzyy, t2.xyzw, s2, l(0.000000)
mad r1.yz, r1.yyzy, cb2[10].xxyx, cb2[10].zzwz
sample_l r1.yzw, r1.yzyy, t1.wxyz, s1, l(-2.000000)
mul r1.yzw, r1.yyzw, cb2[3].xxyz
add r0.w, -r1.x, r2.x
mad_sat r1.x, -r2.x, r2.x, r2.y
add r1.x, r1.x, l(0.000400)
min r1.x, r1.x, l(1.000000)
rsq r1.x, r1.x
mul r0.w, r0.w, cb2[19].y
mad_sat r0.w, r0.w, r1.x, l(1.000000)
add r1.x, -r0.w, l(1.000000)
mad r0.w, cb2[3].w, r1.x, r0.w
mul r1.xyz, r0.wwww, r1.yzwy
mul o0.xyz, r0.xyzx, r1.xyzx
mov o0.w, l(0)
ret 
// Approximately 63 instruction slots used

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