// Reflections

cbuffer _Globals : register(b4)
{
  float2 gm_vTextureSizeInv : packoffset(c0);
  float1 Lighting_01_SpecularPower : packoffset(c0.z);
  float1 TextureNormalAnisotropic_01_BumpScale : packoffset(c0.w);
  float4 Multiply_03_V2 : packoffset(c1);
  float4 Multiply_01_V2 : packoffset(c2);
  float4 Multiply_07_V2 : packoffset(c3);
  float1 ConstantVector1D_01_Value : packoffset(c4);
}

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);

}

SamplerState samplerReflection2D_s : register(s0);
SamplerState samplerTextureNormalAnisotropic_01_s : register(s1);
SamplerState samplerTextureAnisotropic_02_s : register(s2);
Texture2D<float4> mapReflection2D : register(t0);
Texture2D<float4> mapTextureNormalAnisotropic_01 : register(t1);
Texture2D<float4> mapTextureAnisotropic_02 : register(t2);


// 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 : TEXCOORD2,
  float4 v3 : TEXCOORD3,
  float4 v4 : TEXCOORD4,
  float4 v5 : TEXCOORD5,
  float4 v6 : TEXCOORD6,
  float4 v7 : TEXCOORD7,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = mapTextureNormalAnisotropic_01.Sample(samplerTextureNormalAnisotropic_01_s, v2.xy).xyzw;
  r0.xy = float2(-0.5,-0.5) + r0.xy;
  r0.xy = saturate(r0.xy * TextureNormalAnisotropic_01_BumpScale + float2(0.5,0.5));
  r0.xy = float2(-0.5,-0.5) + r0.xy;
  r0.xy = r0.xy + r0.xy;
  r1.xyzw = v5.xyzz * r0.yyyy;
  r1.xyzw = v4.xyzz * r0.xxxx + r1.xyzw;
  r0.x = dot(r0.xy, r0.xy);
  r0.x = min(1, r0.x);
  r0.x = 1 + -r0.x;
  r0.x = sqrt(r0.x);
  r0.xyzw = v3.xyzz * r0.xxxx + r1.xyzw;
  r0.xyzw = v3.xyzw + -r0.xyzw;
  r0.xyzw = v1.xyzw + r0.xyzw;
  r0.xyzw = ConstantVector1D_01_Value * r0.xyzw;
  r1.xyz = cbSharedPerViewData.mViewToViewport._m10_m11_m13 * r0.yyy;
  
  float4 stereo = StereoParams.Load(0);
  r0.x -= -stereo.x * (v1.z/2 - stereo.y/2) / cbSharedPerViewData.mProjection._m00 * (stereo.y/2);
  
  r1.xyz = r0.xxx * cbSharedPerViewData.mViewToViewport._m00_m01_m03 + r1.xyz;
  r0.xyz = r0.zzz * cbSharedPerViewData.mViewToViewport._m20_m21_m23 + r1.xyz;
  r0.xyz = r0.www * cbSharedPerViewData.mViewToViewport._m30_m31_m33 + r0.xyz;
  r0.xy = r0.xy / r0.zz;
  r0.z = 1 + -r0.x;
  r0.xyzw = mapReflection2D.Sample(samplerReflection2D_s, r0.zy).xyzw;
  r0.xyz = r0.xyz * r0.xyz;
  r0.xyz = Multiply_07_V2.xyz * r0.xyz;
  r1.xyzw = mapTextureAnisotropic_02.Sample(samplerTextureAnisotropic_02_s, v2.xy).xyzw;
  r1.xyz = Multiply_01_V2.xyz * r1.xyz;
  o0.xyz = r1.xyz * r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
//   using 3Dmigoto v1.2.19 on Mon Dec 28 16:06:13 2015
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float2 gm_vTextureSizeInv;         // Offset:    0 Size:     8 [unused]
//   float1 Lighting_01_SpecularPower;  // Offset:    8 Size:     4 [unused]
//   float1 TextureNormalAnisotropic_01_BumpScale;// Offset:   12 Size:     4
//   float4 Multiply_03_V2;             // Offset:   16 Size:    16 [unused]
//   float4 Multiply_01_V2;             // Offset:   32 Size:    16
//   float4 Multiply_07_V2;             // Offset:   48 Size:    16
//   float1 ConstantVector1D_01_Value;  // Offset:   64 Size:     4
//
// }
//
// 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
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samplerReflection2D               sampler      NA          NA    0        1
// samplerTextureNormalAnisotropic_01    sampler      NA          NA    1        1
// samplerTextureAnisotropic_02      sampler      NA          NA    2        1
// mapReflection2D                   texture  float4          2d    0        1
// mapTextureNormalAnisotropic_01    texture  float4          2d    1        1
// mapTextureAnisotropic_02          texture  float4          2d    2        1
// _cbSharedPerViewData              cbuffer      NA          NA    1        1
// $Globals                          cbuffer      NA          NA    4        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xyzw        2     NONE   float   xy  
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyz 
// TEXCOORD                 5   xyzw        5     NONE   float   xyz 
// TEXCOORD                 6   xyzw        6     NONE   float       
// TEXCOORD                 7   xyzw        7     NONE   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb4[5], immediateIndexed
dcl_constantbuffer cb1[8], 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_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_output o0.xyzw
dcl_temps 2
sample r0.xyzw, v2.xyxx, t1.xyzw, s1
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mad_sat r0.xy, r0.xyxx, cb4[0].wwww, l(0.500000, 0.500000, 0.000000, 0.000000)
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
add r0.xy, r0.xyxx, r0.xyxx
mul r1.xyzw, r0.yyyy, v5.xyzz
mad r1.xyzw, v4.xyzz, r0.xxxx, r1.xyzw
dp2 r0.x, r0.xyxx, r0.xyxx
min r0.x, r0.x, l(1.000000)
add r0.x, -r0.x, l(1.000000)
sqrt r0.x, r0.x
mad r0.xyzw, v3.xyzz, r0.xxxx, r1.xyzw
add r0.xyzw, -r0.xyzw, v3.xyzw
add r0.xyzw, r0.xyzw, v1.xyzw
mul r0.xyzw, r0.xyzw, cb4[4].xxxx
mul r1.xyz, r0.yyyy, cb1[5].xywx
mad r1.xyz, r0.xxxx, cb1[4].xywx, r1.xyzx
mad r0.xyz, r0.zzzz, cb1[6].xywx, r1.xyzx
mad r0.xyz, r0.wwww, cb1[7].xywx, r0.xyzx
div r0.xy, r0.xyxx, r0.zzzz
add r0.z, -r0.x, l(1.000000)
sample r0.xyzw, r0.zyzz, t0.xyzw, s0
mul r0.xyz, r0.xyzx, r0.xyzx
mul r0.xyz, r0.xyzx, cb4[3].xyzx
sample r1.xyzw, v2.xyxx, t2.xyzw, s2
mul r1.xyz, r1.xyzx, cb4[2].xyzx
mul o0.xyz, r0.xyzx, r1.xyzx
mov o0.w, l(1.000000)
ret 
// Approximately 29 instruction slots used

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