// Lights 2

cbuffer g_CameraPS_CB : register(b0)
{

  struct
  {
    float4 fs_projection_params;
    float4 fs_inverse_projection_xy;
    float4 fs_customPixelClipPlane;
    float4 fs_viewportScaleBias;
  } g_CameraPS : packoffset(c0);

}

cbuffer g_MiscGroupPS_CB : register(b1)
{

  struct
  {
    float4 fs_fog_color;
    float4 fs_liveCubemapReflectionPlane;
    float4 fs_envRotation0;
    float4 fs_envRotation1;
    float4 fs_envRotation2;
    float4 fs_exposure;
    float4 fs_screenSize;
    float4 fs_time;
    float4 fs_exposure2;
    float4 fs_fog_color2;
    float4 fs_per_pixel_fade_pos;
    float4 fs_per_pixel_fade_col;
    float4 fs_per_pixel_fade_rot;
    float4 fs_fog_params1;
    float4 fs_fog_params2;
    float4 fs_fog_params3;
    float4 fs_fog_params4;
    float4 fs_fog_params5;
  } g_MiscGroupPS : packoffset(c0);

}

cbuffer g_Light_CB : register(b2)
{

  struct
  {
    float4 posDirRadius;
    float4 color;
    float4 params1;
    float4 params2;
    float4 params3;
    float4 projectedTexCoordUAxis;
    float4 projectedTexCoordVAxis;
    float4 fadeColor;
    row_major float4x4 spotViewProj;
  } g_Light : packoffset(c0);

}

SamplerState layer0_sampler_ss_s : register(s5);
SamplerState g_AttenuationTex_ss_s : register(s12);
SamplerState g_ProjectedTex_ss_s : register(s13);
Texture2D<float4> layer0_sampler : register(t5);
Texture2D<float4> g_AttenuationTex : register(t12);
Texture2D<float4> g_ProjectedTex : register(t13);


// 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,
  float v3 : TEXCOORD2,
  float4 v4 : COLOR0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = v3.x;
  r0.y = v2.w;
  r0.zw = g_CameraPS.fs_inverse_projection_xy.zw * v2.zz;
  r0.xy = r0.xy * g_CameraPS.fs_inverse_projection_xy.xy + r0.zw;
  
  float4 stereo = StereoParams.Load(0);
  r0.x -= stereo.x * (v2.z - stereo.y) * g_CameraPS.fs_inverse_projection_xy.x;
  
  r1.xyzw = g_Light.spotViewProj._m10_m11_m12_m13 * r0.yyyy;
  r1.xyzw = r0.xxxx * g_Light.spotViewProj._m00_m01_m02_m03 + r1.xyzw;
  r1.xyzw = v2.zzzz * g_Light.spotViewProj._m20_m21_m22_m23 + r1.xyzw;
  r1.xyzw = g_Light.spotViewProj._m30_m31_m32_m33 + r1.xyzw;
  r1.xyz = r1.xyz / r1.www;
  r0.w = -g_Light.color.w + r1.w;
  r2.x = g_Light.params1.z * r0.w;
  r2.zw = r1.xy * float2(0.5,-0.5) + float2(0.5,0.5);
  r3.xyzw = g_ProjectedTex.Sample(g_ProjectedTex_ss_s, r2.zw).xyzw;
  r3.xyzw = float4(-1,-1,-1,-1) + r3.xyzw;
  r3.xyzw = g_Light.params3.zzzz * r3.xyzw + float4(1,1,1,1);
  r0.w = dot(r1.xy, r1.xy);
  r0.w = 1 + -r0.w;
  r0.w = max(0, r0.w);
  r1.w = r3.w + -r0.w;
  r0.w = g_Light.params3.z * r1.w + r0.w;
  r1.w = cmp(0 < r1.z);
  r1.w = r1.w ? 1.000000 : 0;
  r0.w = r1.w * r0.w;
  r1.z = cmp(r1.z < 1);
  r1.xy = cmp(abs(r1.xy) < float2(1,1));
  r1.xyz = r1.xyz ? float3(1,1,1) : 0;
  r0.w = r1.z * r0.w;
  r0.w = r0.w * r1.x;
  r0.w = r0.w * r1.y;
  r2.y = g_Light.params3.w;
  r1.xyz = g_AttenuationTex.Sample(g_AttenuationTex_ss_s, r2.xy).xyz;
  r1.w = cmp(r2.x < 1);
  r1.w = r1.w ? 1.000000 : 0;
  r1.xyz = r1.xyz * r1.www;
  r1.xyz = g_Light.posDirRadius.www * r1.xyz;
  r1.xyz = r1.xyz * r0.www;
  r1.xyz = r1.xyz * r3.xyz;
  r1.xyz = g_Light.color.xyz * r1.xyz;
  r1.xyz = r1.xyz * r1.xyz;
  r0.z = v2.z;
  r0.xyz = g_Light.posDirRadius.xyz + -r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r0.w = dot(v1.xyz, v1.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = v1.xyz * r0.www;
  r0.x = dot(r0.xyz, r2.xyz);
  r0.x = max(0, r0.x);
  r0.xyz = r1.xyz * r0.xxx + float3(0.00100000005,0.00100000005,0.00100000005);
  r1.xyzw = layer0_sampler.Sample(layer0_sampler_ss_s, v2.xy).xyzw;
  r1.xyzw = v4.wxyz * r1.wxyz;
  r1.yzw = r1.yzw * r1.yzw;
  r1.x = saturate(r1.x);
  r0.xyz = r1.yzw * r0.xyz;
  r0.xyz = v1.www * r0.xyz;
  r0.xyz = g_MiscGroupPS.fs_exposure.yyy * r0.xyz;
  r1.yzw = sqrt(r0.xyz);
  r1.yzw = float3(1,1,1) / r1.yzw;
  r1.yzw = r1.yzw * abs(r0.xyz);
  r0.w = cmp(0 < g_MiscGroupPS.fs_exposure.w);
  r0.xyz = r0.www ? r1.yzw : r0.xyz;
  o0.xyz = r0.xyz * r1.xxx;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.11 on Tue May 22 20:38:56 2018
//
//
// Buffer Definitions:
//
// cbuffer g_CameraPS_CB
// {
//
//   struct CameraPS
//   {
//
//       float4 fs_projection_params;   // Offset:    0
//       float4 fs_inverse_projection_xy;// Offset:   16
//       float4 fs_customPixelClipPlane;// Offset:   32
//       float4 fs_viewportScaleBias;   // Offset:   48
//
//   } g_CameraPS;                      // Offset:    0 Size:    64
//
// }
//
// cbuffer g_MiscGroupPS_CB
// {
//
//   struct MiscGroupPS
//   {
//
//       float4 fs_fog_color;           // Offset:    0
//       float4 fs_liveCubemapReflectionPlane;// Offset:   16
//       float4 fs_envRotation0;        // Offset:   32
//       float4 fs_envRotation1;        // Offset:   48
//       float4 fs_envRotation2;        // Offset:   64
//       float4 fs_exposure;            // Offset:   80
//       float4 fs_screenSize;          // Offset:   96
//       float4 fs_time;                // Offset:  112
//       float4 fs_exposure2;           // Offset:  128
//       float4 fs_fog_color2;          // Offset:  144
//       float4 fs_per_pixel_fade_pos;  // Offset:  160
//       float4 fs_per_pixel_fade_col;  // Offset:  176
//       float4 fs_per_pixel_fade_rot;  // Offset:  192
//       float4 fs_fog_params1;         // Offset:  208
//       float4 fs_fog_params2;         // Offset:  224
//       float4 fs_fog_params3;         // Offset:  240
//       float4 fs_fog_params4;         // Offset:  256
//       float4 fs_fog_params5;         // Offset:  272
//
//   } g_MiscGroupPS;                   // Offset:    0 Size:   288
//
// }
//
// cbuffer g_Light_CB
// {
//
//   struct Light
//   {
//
//       float4 posDirRadius;           // Offset:    0
//       float4 color;                  // Offset:   16
//       float4 params1;                // Offset:   32
//       float4 params2;                // Offset:   48
//       float4 params3;                // Offset:   64
//       float4 projectedTexCoordUAxis; // Offset:   80
//       float4 projectedTexCoordVAxis; // Offset:   96
//       float4 fadeColor;              // Offset:  112
//       row_major float4x4 spotViewProj;// Offset:  128
//
//   } g_Light;                         // Offset:    0 Size:   192
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// layer0_sampler_ss                 sampler      NA          NA    5        1
// g_AttenuationTex_ss               sampler      NA          NA   12        1
// g_ProjectedTex_ss                 sampler      NA          NA   13        1
// layer0_sampler                    texture  float4          2d    5        1
// g_AttenuationTex                  texture  float4          2d   12        1
// g_ProjectedTex                    texture  float4          2d   13        1
// g_CameraPS_CB                     cbuffer      NA          NA    0        1
// g_MiscGroupPS_CB                  cbuffer      NA          NA    1        1
// g_Light_CB                        cbuffer      NA          NA    2        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                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   x           3     NONE   float   x
// COLOR                    0   xyzw        4     NONE   float   xyzw
//
//
// 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[2], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[12], immediateIndexed
dcl_sampler s5, mode_default
dcl_sampler s12, mode_default
dcl_sampler s13, mode_default
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t12
dcl_resource_texture2d (float,float,float,float) t13
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.x
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 4
mov r0.x, v3.x
mov r0.y, v2.w
mul r0.zw, v2.zzzz, cb0[1].zzzw
mad r0.xy, r0.xyxx, cb0[1].xyxx, r0.zwzz
mul r1.xyzw, r0.yyyy, cb2[9].xyzw
mad r1.xyzw, r0.xxxx, cb2[8].xyzw, r1.xyzw
mad r1.xyzw, v2.zzzz, cb2[10].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb2[11].xyzw
div r1.xyz, r1.xyzx, r1.wwww
add r0.w, r1.w, -cb2[1].w
mul r2.x, r0.w, cb2[2].z
mad r2.zw, r1.xxxy, l(0.000000, 0.000000, 0.500000, -0.500000), l(0.000000, 0.000000, 0.500000, 0.500000)
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r2.zwzz, t13.xyzw, s13
add r3.xyzw, r3.xyzw, l(-1.000000, -1.000000, -1.000000, -1.000000)
mad r3.xyzw, cb2[4].zzzz, r3.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
dp2 r0.w, r1.xyxx, r1.xyxx
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
add r1.w, -r0.w, r3.w
mad r0.w, cb2[4].z, r1.w, r0.w
lt r1.w, l(0.000000), r1.z
and r1.w, r1.w, l(0x3f800000)
mul r0.w, r0.w, r1.w
lt r1.z, r1.z, l(1.000000)
lt r1.xy, |r1.xyxx|, l(1.000000, 1.000000, 0.000000, 0.000000)
and r1.xyz, r1.xyzx, l(0x3f800000, 0x3f800000, 0x3f800000, 0)
mul r0.w, r0.w, r1.z
mul r0.w, r1.x, r0.w
mul r0.w, r1.y, r0.w
mov r2.y, cb2[4].w
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r2.xyxx, t12.xyzw, s12
lt r1.w, r2.x, l(1.000000)
and r1.w, r1.w, l(0x3f800000)
mul r1.xyz, r1.wwww, r1.xyzx
mul r1.xyz, r1.xyzx, cb2[0].wwww
mul r1.xyz, r0.wwww, r1.xyzx
mul r1.xyz, r3.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, cb2[1].xyzx
mul r1.xyz, r1.xyzx, r1.xyzx
mov r0.z, v2.z
add r0.xyz, -r0.xyzx, cb2[0].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, v1.xyzx, v1.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, v1.xyzx
dp3 r0.x, r0.xyzx, r2.xyzx
max r0.x, r0.x, l(0.000000)
mad r0.xyz, r1.xyzx, r0.xxxx, l(0.001000, 0.001000, 0.001000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v2.xyxx, t5.xyzw, s5
mul r1.xyzw, r1.wxyz, v4.wxyz
mul r1.yzw, r1.yyzw, r1.yyzw
mov_sat r1.x, r1.x
mul r0.xyz, r0.xyzx, r1.yzwy
mul r0.xyz, r0.xyzx, v1.wwww
mul r0.xyz, r0.xyzx, cb1[5].yyyy
sqrt r1.yzw, r0.xxyz
div r1.yzw, l(1.000000, 1.000000, 1.000000, 1.000000), r1.yyzw
mul r1.yzw, |r0.xxyz|, r1.yyzw
lt r0.w, l(0.000000), cb1[5].w
movc r0.xyz, r0.wwww, r1.yzwy, r0.xyzx
mul o0.xyz, r1.xxxx, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 65 instruction slots used

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