// Lights 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);
Texture2D<float4> mapLightModel : register(t0);
Texture2DMS<float4,2> mapDeferred0 : register(t1);
Texture2DMS<float4,2> mapDeferred1 : register(t2);
Texture2DMS<float4,2> mapDeferred2 : register(t3);
Texture2DMS<float4,2> mapDeferred3 : register(t4);


// 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,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = 1 / v1.w;
  r0.xyz = v2.xyz * r0.xxx;
  r1.xy = (int2)v0.xy;
  r1.zw = float2(0,0);
  r0.w = mapDeferred0.Load(r1.xy, v3.x).x;
  r0.w = cbSharedPerViewData.vViewRemap.z * r0.w + -cbSharedPerViewData.vViewRemap.y;
  r0.w = 1 / r0.w;
  r2.xyz = r0.www * r0.xyz + -cbSharedLightData.vLightPosView.xyz;
  
  float4 r22;
  r22.w = r0.w;
    
  r2.x = dot(r2.xyz, cbSharedLightData.vHalfLightBoxFadeNeg.xyz);
  r2.x = max(-cbSharedLightData.vHalfLightBoxFadeNeg.w, r2.x);
  r2.x = min(cbSharedLightData.vHalfLightBoxFadeNeg.w, r2.x);
  r2.xyz = cbSharedLightData.vHalfLightBoxFadeNeg.xyz * r2.xxx + cbSharedLightData.vLightPosView.xyz;
  r2.xyz = -r0.www * r0.xyz + r2.xyz;
  r0.xyz = r0.www * r0.xyz;
  
  float4 stereo = StereoParams.Load(0);
  r2.x -= stereo.x * (r22.w  - stereo.y) / -cbSharedPerViewData.mProjection._m00;
  
  r0.w = dot(r2.xyz, r2.xyz);
  r2.w = rsqrt(r0.w);
  r0.w = sqrt(r0.w);
  r3.xy = saturate(cbSharedLightData.vParams0.yw * r0.ww + cbSharedLightData.vParams0.xz);
  r0.w = r3.x * r3.y;
  r3.xyz = cbSharedLightData.vLightDiffuse.xyz * r0.www;
  r2.xyz = r2.xyz * r2.www;
  r4.xyz = mapDeferred1.Load(r1.xy, v3.x).xyz;
  r4.xyz = float3(-0.5,-0.5,-0.5) + r4.xyz;
  r4.xyz = r4.xyz + r4.xyz;
  
    
  r0.w = dot(r4.xyz, r4.xyz);
  r0.w = rsqrt(r0.w);
  r4.xyz = r4.xyz * r0.www;
  r5.x = dot(r4.xyz, r2.xyz);
  r0.w = r5.x + r5.x;
  r5.x = saturate(r5.x);
  r2.xyz = -r0.www * r4.xyz + r2.xyz;
  
  
    
  r0.w = dot(-r0.xyz, -r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = -r0.xyz * r0.www;
  r0.x = saturate(dot(r0.xyz, -r2.xyz));
  r2.xyzw = mapDeferred2.Load(r1.xy, v3.x).xyzw;
  r0.zw = mapDeferred3.Load(r1.xy, v3.x).xy;
  r0.y = r2.w;
  r5.y = dot(r0.xy, float2(0.248046875,0.75390625));
  r1.xyzw = mapLightModel.Sample(samplerLightModel_s, r5.xy).xyzw;
  r0.x = r1.w * 1024 + -1000;
  r0.x = r0.w * r0.x;
  r0.x = exp2(r0.x);
  r0.x = r0.z * r0.x;
  r0.x = cbSharedLightData.vLightParams.x * r0.x;
  r0.xyz = r1.xyz * r2.xyz + r0.xxx;
  o0.xyz = r0.xyz * r3.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
//   using 3Dmigoto v1.2.19 on Thu Jan 14 17:34:08 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
// mapLightModel                     texture  float4          2d    0        1
// mapDeferred0                      texture  float4       2dMS2    1        1
// mapDeferred1                      texture  float4       2dMS2    2        1
// mapDeferred2                      texture  float4       2dMS2    3        1
// mapDeferred3                      texture  float4       2dMS2    4        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_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2dms(2) (float,float,float,float) t1
dcl_resource_texture2dms(2) (float,float,float,float) t2
dcl_resource_texture2dms(2) (float,float,float,float) t3
dcl_resource_texture2dms(2) (float,float,float,float) t4
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 6
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), v1.w
mul r0.xyz, r0.xxxx, v2.xyzx
ftoi r1.xy, v0.xyxx
mov r1.zw, l(0,0,0,0)
ldms r0.w, r1.xyww, t1.yzwx, v3.x
mad r0.w, cb1[12].z, r0.w, -cb1[12].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mad r2.xyz, r0.wwww, r0.xyzx, -cb2[8].xyzx
dp3 r2.x, r2.xyzx, cb2[4].xyzx
max r2.x, r2.x, -cb2[4].w
min r2.x, r2.x, cb2[4].w
mad r2.xyz, cb2[4].xyzx, r2.xxxx, cb2[8].xyzx
mad r2.xyz, -r0.wwww, r0.xyzx, r2.xyzx
mul r0.xyz, r0.xyzx, r0.wwww
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r2.w, r0.w
sqrt r0.w, r0.w
mad_sat r3.xy, cb2[0].ywyy, r0.wwww, cb2[0].xzxx
mul r0.w, r3.y, r3.x
mul r3.xyz, r0.wwww, cb2[3].xyzx
mul r2.xyz, r2.wwww, r2.xyzx
ldms r4.xyz, r1.xyww, t2.xyzw, v3.x
add r4.xyz, r4.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
add r4.xyz, r4.xyzx, r4.xyzx
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r4.xyzx
dp3 r5.x, r4.xyzx, r2.xyzx
add r0.w, r5.x, r5.x
mov_sat r5.x, r5.x
mad r2.xyz, -r0.wwww, r4.xyzx, r2.xyzx
dp3 r0.w, -r0.xyzx, -r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, -r0.xyzx
dp3_sat r0.x, r0.xyzx, -r2.xyzx
ldms r2.xyzw, r1.xyww, t3.xyzw, v3.x
ldms r0.zw, r1.xyzw, t4.zwxy, v3.x
mov r0.y, r2.w
dp2 r5.y, r0.xyxx, l(0.248046875, 0.753906250, 0.000000, 0.000000)
sample r1.xyzw, r5.xyxx, t0.xyzw, s0
mad r0.x, r1.w, l(1024.000000), l(-1000.000000)
mul r0.x, r0.x, r0.w
exp r0.x, r0.x
mul r0.x, r0.x, r0.z
mul r0.x, r0.x, cb2[19].x
mad r0.xyz, r1.xyzx, r2.xyzx, r0.xxxx
mul o0.xyz, r3.xyzx, r0.xyzx
mov o0.w, l(0)
ret 
// Approximately 49 instruction slots used

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