// Lights

//NEW
cbuffer g_CameraVS_CB : register(b13)
{

  struct
  {
    row_major float4x4 vs_viewProj;
    row_major float4x4 vs_view;
    float4 vs_worldCamPos;
    float4 vs_projection_params;
    float4 vs_inverse_projection_xy;
    float4 vs_frustum_params;
    float4 vs_inverse_projection2;
    float4 vs_cameraOrigin;
  } g_CameraVS : packoffset(c0);

}

cbuffer g_Light_CB : register(b0)
{

  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 g_SceneDepthTex_ss_s : register(s0);
SamplerState g_NormalsTex_ss_s : register(s2);
SamplerState g_AlbedoTex_ss_s : register(s6);
SamplerState g_AttenuationTex_ss_s : register(s9);
Texture2D<float4> g_SceneDepthTex : register(t0);
Texture2D<float4> g_NormalsTex : register(t2);
Texture2D<float4> g_AlbedoTex : register(t6);
Texture2D<float4> g_AttenuationTex : register(t9);


// 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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = v1.xyzw / v2.zzzz;
  r1.xy = g_NormalsTex.Sample(g_NormalsTex_ss_s, r0.xy).xy;
  r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
  r1.zw = -r1.xy * r1.xy + float2(1,1);
  r1.xy = cmp(float2(0,0) < r1.xy);
  r1.xy = r1.xy ? r1.zw : -r1.zw;
  r1.w = dot(-r1.xy, r1.xy);
  r1.w = 1 + r1.w;
  r2.x = sqrt(r1.w);
  r1.w = cmp(0 < r1.w);
  r2.x = -r2.x;
  r1.w = r1.w ? r2.x : 0;
  r2.xyzw = g_AlbedoTex.Sample(g_AlbedoTex_ss_s, r0.xy).xyzw;
  r2.w = 255 * r2.w;
  r2.xyz = r2.xyz * r2.xyz;
  r2.w = round(r2.w);
  r3.x = cmp(r2.w >= 128);
  r3.x = r3.x ? -128 : -0;
  r2.w = r3.x + r2.w;
  r2.w = cmp(0 < r2.w);
  r1.z = r2.w ? -r1.w : r1.w;
  r3.x = v2.w;
  r3.y = 0;
  r0.x = g_SceneDepthTex.SampleLevel(g_SceneDepthTex_ss_s, r0.xy, 0).x;
  r0.x = -r0.x * v2.y + 1;
  r4.z = v2.x / r0.x;
  r4.xy = r0.zw * r4.zz + r3.xy;
  
  float4 stereo = StereoParams.Load(0);
  r4.x -= stereo.x * (r4.z - stereo.y) * g_CameraVS.vs_inverse_projection_xy.x;
  
  r0.xyz = g_Light.posDirRadius.xyz + -r4.xyz;
  r0.w = -g_Light.params2.x + r4.z;
  r0.w = saturate(g_Light.params2.y * r0.w);
  r0.w = 1 + -r0.w;
  r1.w = dot(r0.xyz, r0.xyz);
  r2.w = rsqrt(r1.w);
  r1.w = sqrt(r1.w);
  r3.x = g_Light.params1.z * r1.w;
  r0.xyz = r2.www * r0.xyz;
  r0.x = dot(r0.xyz, r1.xyz);
  r0.x = max(0, r0.x);
  r3.y = g_Light.params3.w;
  r1.xyz = g_AttenuationTex.Sample(g_AttenuationTex_ss_s, r3.xy).xyz;
  r1.xyz = g_Light.posDirRadius.www * r1.xyz;
  r0.yzw = r1.xyz * r0.www;
  r0.yzw = max(float3(0,0,0), r0.yzw);
  r0.yzw = g_Light.color.xyz * r0.yzw;
  r0.yzw = r0.yzw * r0.yzw;
  r0.xyz = r0.yzw * r0.xxx;
  o0.xyz = r2.xyz * r0.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.11 on Tue May 22 20:18:05 2018
//
//
// Buffer Definitions:
//
// 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
// ------------------------------ ---------- ------- ----------- ---- --------
// g_SceneDepthTex_ss                sampler      NA          NA    0        1
// g_NormalsTex_ss                   sampler      NA          NA    2        1
// g_AlbedoTex_ss                    sampler      NA          NA    6        1
// g_AttenuationTex_ss               sampler      NA          NA    9        1
// g_SceneDepthTex                   texture  float4          2d    0        1
// g_NormalsTex                      texture  float4          2d    2        1
// g_AlbedoTex                       texture  float4          2d    6        1
// g_AttenuationTex                  texture  float4          2d    9        1
// g_Light_CB                        cbuffer      NA          NA    0        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
//
//
// 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[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s2, mode_default
dcl_sampler s6, mode_default
dcl_sampler s9, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t9
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 5
div r0.xyzw, v1.xyzw, v2.zzzz
sample_indexable(texture2d)(float,float,float,float) r1.xy, r0.xyxx, t2.xyzw, s2
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r1.zw, -r1.xxxy, r1.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000)
lt r1.xy, l(0.000000, 0.000000, 0.000000, 0.000000), r1.xyxx
movc r1.xy, r1.xyxx, r1.zwzz, -r1.zwzz
dp2 r1.w, -r1.xyxx, r1.xyxx
add r1.w, r1.w, l(1.000000)
sqrt r2.x, r1.w
lt r1.w, l(0.000000), r1.w
mov r2.x, -r2.x
and r1.w, r1.w, r2.x
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xyxx, t6.xyzw, s6
mul r2.w, r2.w, l(255.000000)
mul r2.xyz, r2.xyzx, r2.xyzx
round_ne r2.w, r2.w
ge r3.x, r2.w, l(128.000000)
movc r3.x, r3.x, l(-128.000000), l(-0.000000)
add r2.w, r2.w, r3.x
lt r2.w, l(0.000000), r2.w
movc r1.z, r2.w, -r1.w, r1.w
mov r3.x, v2.w
mov r3.y, l(0)
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.x, -r0.x, v2.y, l(1.000000)
div r4.z, v2.x, r0.x
mad r4.xy, r0.zwzz, r4.zzzz, r3.xyxx
add r0.xyz, -r4.xyzx, cb0[0].xyzx
add r0.w, r4.z, -cb0[3].x
mul_sat r0.w, r0.w, cb0[3].y
add r0.w, -r0.w, l(1.000000)
dp3 r1.w, r0.xyzx, r0.xyzx
rsq r2.w, r1.w
sqrt r1.w, r1.w
mul r3.x, r1.w, cb0[2].z
mul r0.xyz, r0.xyzx, r2.wwww
dp3 r0.x, r0.xyzx, r1.xyzx
max r0.x, r0.x, l(0.000000)
mov r3.y, cb0[4].w
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r3.xyxx, t9.xyzw, s9
mul r1.xyz, r1.xyzx, cb0[0].wwww
mul r0.yzw, r0.wwww, r1.xxyz
max r0.yzw, r0.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.yzw, r0.yyzw, cb0[1].xxyz
mul r0.yzw, r0.yyzw, r0.yyzw
mul r0.xyz, r0.xxxx, r0.yzwy
mul o0.xyz, r0.xyzx, r2.xyzx
mov o0.w, l(0)
ret
// Approximately 49 instruction slots used

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