// 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_MaterialPS_CB : register(b1)
{

  struct
  {
    float4 fs_layer0_diffuse;
    float4 fs_layer1_diffuse;
    float4 fs_layer2_diffuse;
    float4 fs_layer3_diffuse;
    float4 fs_specular_specular;
    float4 fs_specular2_specular;
    float4 fs_specular_params;
    float4 fs_surface_params;
    float4 fs_surface_params2;
    float4 fs_incandescentGlow;
    float4 fs_rimLightColour;
    float4 fs_fresnel_params;
    float4 fs_ambientColor;
    float4 fs_envmap_params;
    float4 fs_diffenv_params;
    float4 fs_refraction_color;
    float4 fs_refraction_kIndex;
    float4 fs_lego_params;
    float4 fs_vtf_kNormal;
    float4 fs_carpaint_params;
    float4 fs_brdf_params;
    float4 fs_fractal_params;
    float4 fs_carpaint_tints0;
    float4 fs_carpaint_tints1;
    float4 fs_specular4_specular;
    float4 fs_perLayerUVScale;
    float4 fs_specular3_specular;
    float4 fs_lego_brdf_fudge;
  } g_MaterialPS : packoffset(c0);

}

cbuffer g_MiscGroupPS_CB : register(b2)
{

  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(b3)
{

  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 surface_sampler_ss_s : register(s6);
SamplerState g_AttenuationTex_ss_s : register(s12);
Texture2D<float4> layer0_sampler : register(t5);
Texture2D<float4> surface_sampler : register(t6);
Texture2D<float4> g_AttenuationTex : register(t12);


// 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,
  float4 v3 : TEXCOORD2,
  float4 v4 : TEXCOORD3,
  float2 v5 : TEXCOORD4,
  float4 v6 : COLOR0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v2.xyz, v2.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = v2.xyz * r0.xxx;
  r0.w = dot(v3.xyz, v3.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = v3.xyz * r0.www;
  r2.xyz = surface_sampler.Sample(surface_sampler_ss_s, v5.xy).yzw;
  r2.xyz = r2.zxy * float3(2,2,2) + float3(-1,-1,-0);
  r2.xy = g_MaterialPS.fs_surface_params.xx * r2.xy;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r1.xyz = r2.yyy * r1.xyz;
  r0.xyz = r0.xyz * r2.xxx + r1.xyz;
  r0.w = dot(v1.xyz, v1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = v1.xyz * r0.www;
  r0.xyz = r1.xyz * r2.zzz + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r0.w = dot(-v4.xyz, -v4.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = -v4.xyz * r0.www;
  r0.w = dot(r0.xyz, r1.xyz);
  r1.w = r0.w + r0.w;
  r0.w = 1 + -abs(r0.w);
  r1.xyz = r0.xyz * -r1.www + r1.xyz;
  r2.x = v4.w;
  r2.y = v3.w;
  r2.zw = g_CameraPS.fs_inverse_projection_xy.zw * v2.ww;
  r2.xy = r2.xy * g_CameraPS.fs_inverse_projection_xy.xy + r2.zw;
  
  float4 stereo = StereoParams.Load(0);
  r2.x -= stereo.x * (v2.w - stereo.y) * g_CameraPS.fs_inverse_projection_xy.x;
  
  r2.z = v2.w;
  r2.xyz = g_Light.posDirRadius.xyz + -r2.xyz;
  r1.w = dot(r2.xyz, r2.xyz);
  r2.w = rsqrt(r1.w);
  r1.w = sqrt(r1.w);
  r3.x = g_Light.params1.z * r1.w;
  r2.xyz = r2.xyz * r2.www;
  r1.x = saturate(dot(-r1.xyz, r2.xyz));
  r0.x = dot(r2.xyz, r0.xyz);
  r0.xw = max(float2(0,0), r0.xw);
  r0.y = log2(r1.x);
  r0.y = g_MaterialPS.fs_specular_params.x * r0.y;
  r0.y = exp2(r0.y);
  r0.y = g_MaterialPS.fs_specular_params.w * r0.y;
  r0.z = g_Light.params1.x * r0.x;
  r0.y = r0.y * r0.z;
  r3.y = g_Light.params3.w;
  r1.xyz = g_AttenuationTex.Sample(g_AttenuationTex_ss_s, r3.xy).xyz;
  r0.z = cmp(r3.x < 1);
  r0.z = r0.z ? 1.000000 : 0;
  r1.xyz = g_Light.posDirRadius.www * r1.xyz;
  r1.xyz = r1.xyz * r0.zzz;
  r1.xyz = g_Light.color.xyz * r1.xyz;
  r1.xyz = r1.xyz * r1.xyz;
  r2.xyz = r1.xyz * r0.yyy;
  r0.xyz = r1.xyz * r0.xxx + float3(0.00100000005,0.00100000005,0.00100000005);
  r1.x = r0.w * r0.w;
  r1.x = r1.x * r1.x;
  r0.w = r1.x * r0.w;
  r1.x = 1 + -g_MaterialPS.fs_fresnel_params.y;
  r0.w = r1.x * r0.w + g_MaterialPS.fs_fresnel_params.y;
  r1.x = 1 + -g_MaterialPS.fs_specular_params.z;
  r1.y = r1.x * r0.w;
  r0.w = -r0.w * r1.x + 1;
  r3.xyzw = layer0_sampler.Sample(layer0_sampler_ss_s, v5.xy).xyzw;
  r1.x = dot(r3.xyz, float3(0.333000004,0.333000004,0.333000004));
  r3.xyzw = v6.wxyz * r3.wxyz;
  r1.x = saturate(r1.x * r1.y);
  r1.xyz = r1.xxx * r2.xyz;
  r1.w = 1 + -g_MaterialPS.fs_brdf_params.y;
  r0.w = r1.w * r0.w + g_MaterialPS.fs_brdf_params.y;
  r2.xyz = r3.yzw * r3.yzw;
  r3.x = saturate(r3.x);
  r2.xyz = r2.xyz * r0.www;
  r0.xyz = r2.xyz * r0.xyz + r1.xyz;
  r0.xyz = v1.www * r0.xyz;
  r0.xyz = g_MiscGroupPS.fs_exposure.yyy * r0.xyz;
  r1.xyz = sqrt(r0.xyz);
  r1.xyz = float3(1,1,1) / r1.xyz;
  r1.xyz = r1.xyz * abs(r0.xyz);
  r0.w = cmp(0 < g_MiscGroupPS.fs_exposure.w);
  r0.xyz = r0.www ? r1.xyz : r0.xyz;
  o0.xyz = r0.xyz * r3.xxx;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.11 on Fri May 25 16:59:56 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_MaterialPS_CB
// {
//
//   struct MaterialPS
//   {
//
//       float4 fs_layer0_diffuse;      // Offset:    0
//       float4 fs_layer1_diffuse;      // Offset:   16
//       float4 fs_layer2_diffuse;      // Offset:   32
//       float4 fs_layer3_diffuse;      // Offset:   48
//       float4 fs_specular_specular;   // Offset:   64
//       float4 fs_specular2_specular;  // Offset:   80
//       float4 fs_specular_params;     // Offset:   96
//       float4 fs_surface_params;      // Offset:  112
//       float4 fs_surface_params2;     // Offset:  128
//       float4 fs_incandescentGlow;    // Offset:  144
//       float4 fs_rimLightColour;      // Offset:  160
//       float4 fs_fresnel_params;      // Offset:  176
//       float4 fs_ambientColor;        // Offset:  192
//       float4 fs_envmap_params;       // Offset:  208
//       float4 fs_diffenv_params;      // Offset:  224
//       float4 fs_refraction_color;    // Offset:  240
//       float4 fs_refraction_kIndex;   // Offset:  256
//       float4 fs_lego_params;         // Offset:  272
//       float4 fs_vtf_kNormal;         // Offset:  288
//       float4 fs_carpaint_params;     // Offset:  304
//       float4 fs_brdf_params;         // Offset:  320
//       float4 fs_fractal_params;      // Offset:  336
//       float4 fs_carpaint_tints0;     // Offset:  352
//       float4 fs_carpaint_tints1;     // Offset:  368
//       float4 fs_specular4_specular;  // Offset:  384
//       float4 fs_perLayerUVScale;     // Offset:  400
//       float4 fs_specular3_specular;  // Offset:  416
//       float4 fs_lego_brdf_fudge;     // Offset:  432
//
//   } g_MaterialPS;                    // Offset:    0 Size:   448
//
// }
//
// 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
// surface_sampler_ss                sampler      NA          NA    6        1
// g_AttenuationTex_ss               sampler      NA          NA   12        1
// layer0_sampler                    texture  float4          2d    5        1
// surface_sampler                   texture  float4          2d    6        1
// g_AttenuationTex                  texture  float4          2d   12        1
// g_CameraPS_CB                     cbuffer      NA          NA    0        1
// g_MaterialPS_CB                   cbuffer      NA          NA    1        1
// g_MiscGroupPS_CB                  cbuffer      NA          NA    2        1
// g_Light_CB                        cbuffer      NA          NA    3        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   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xy          5     NONE   float   xy
// COLOR                    0   xyzw        6     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[21], immediateIndexed
dcl_constantbuffer cb2[6], immediateIndexed
dcl_constantbuffer cb3[5], immediateIndexed
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_sampler s12, mode_default
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t12
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xy
dcl_input_ps linear v6.xyzw
dcl_output o0.xyzw
dcl_temps 4
dp3 r0.x, v2.xyzx, v2.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v2.xyzx
dp3 r0.w, v3.xyzx, v3.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v3.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, v5.xyxx, t6.yzwx, s6
mad r2.xyz, r2.zxyz, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -0.000000, 0.000000)
mul r2.xy, r2.xyxx, cb1[7].xxxx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mul r1.xyz, r1.xyzx, r2.yyyy
mad r0.xyz, r0.xyzx, r2.xxxx, r1.xyzx
dp3 r0.w, v1.xyzx, v1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v1.xyzx
mad r0.xyz, r1.xyzx, r2.zzzz, r0.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, -v4.xyzx, -v4.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, -v4.xyzx
dp3 r0.w, r0.xyzx, r1.xyzx
add r1.w, r0.w, r0.w
add r0.w, -|r0.w|, l(1.000000)
mad r1.xyz, r0.xyzx, -r1.wwww, r1.xyzx
mov r2.x, v4.w
mov r2.y, v3.w
mul r2.zw, v2.wwww, cb0[1].zzzw
mad r2.xy, r2.xyxx, cb0[1].xyxx, r2.zwzz
mov r2.z, v2.w
add r2.xyz, -r2.xyzx, cb3[0].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r2.w, r1.w
sqrt r1.w, r1.w
mul r3.x, r1.w, cb3[2].z
mul r2.xyz, r2.wwww, r2.xyzx
dp3_sat r1.x, -r1.xyzx, r2.xyzx
dp3 r0.x, r2.xyzx, r0.xyzx
max r0.xw, r0.xxxw, l(0.000000, 0.000000, 0.000000, 0.000000)
log r0.y, r1.x
mul r0.y, r0.y, cb1[6].x
exp r0.y, r0.y
mul r0.y, r0.y, cb1[6].w
mul r0.z, r0.x, cb3[2].x
mul r0.y, r0.z, r0.y
mov r3.y, cb3[4].w
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r3.xyxx, t12.xyzw, s12
lt r0.z, r3.x, l(1.000000)
and r0.z, r0.z, l(0x3f800000)
mul r1.xyz, r1.xyzx, cb3[0].wwww
mul r1.xyz, r0.zzzz, r1.xyzx
mul r1.xyz, r1.xyzx, cb3[1].xyzx
mul r1.xyz, r1.xyzx, r1.xyzx
mul r2.xyz, r0.yyyy, r1.xyzx
mad r0.xyz, r1.xyzx, r0.xxxx, l(0.001000, 0.001000, 0.001000, 0.000000)
mul r1.x, r0.w, r0.w
mul r1.x, r1.x, r1.x
mul r0.w, r0.w, r1.x
add r1.x, -cb1[11].y, l(1.000000)
mad r0.w, r1.x, r0.w, cb1[11].y
add r1.x, -cb1[6].z, l(1.000000)
mul r1.y, r0.w, r1.x
mad r0.w, -r0.w, r1.x, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, v5.xyxx, t5.xyzw, s5
dp3 r1.x, r3.xyzx, l(0.333000, 0.333000, 0.333000, 0.000000)
mul r3.xyzw, r3.wxyz, v6.wxyz
mul_sat r1.x, r1.y, r1.x
mul r1.xyz, r2.xyzx, r1.xxxx
add r1.w, -cb1[20].y, l(1.000000)
mad r0.w, r1.w, r0.w, cb1[20].y
mul r2.xyz, r3.yzwy, r3.yzwy
mov_sat r3.x, r3.x
mul r2.xyz, r0.wwww, r2.xyzx
mad r0.xyz, r2.xyzx, r0.xyzx, r1.xyzx
mul r0.xyz, r0.xyzx, v1.wwww
mul r0.xyz, r0.xyzx, cb2[5].yyyy
sqrt r1.xyz, r0.xyzx
div r1.xyz, l(1.000000, 1.000000, 1.000000, 1.000000), r1.xyzx
mul r1.xyz, |r0.xyzx|, r1.xyzx
lt r0.w, l(0.000000), cb2[5].w
movc r0.xyz, r0.wwww, r1.xyzx, r0.xyzx
mul o0.xyz, r3.xxxx, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 87 instruction slots used

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