// Shadows

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;
    row_major float4x4 view2LightObj;
    float4 spotDir;
  } g_Light : packoffset(c0);

}

cbuffer g_FogParams_CB : register(b1)
{

  struct
  {
    float4 tex_params1;
    float4 tex_params2;
    row_major float4x4 invViewMtx;
	float4 cb6;
	float4 cb7;
	float4 cb8;
	float4 Projection;
	} g_FogParams : packoffset(c0);

}

cbuffer g_ShadowCommon_CB : register(b2)
{

  struct
  {
    float4 shadowFactors;
    float4 lightDirPos;
    float4 params;
  } g_ShadowCommon : packoffset(c0);

}

cbuffer g_ShadowParallelOrtho_CB : register(b3)
{

  struct
  {
    float4 MinRangeX;
    float4 MinRangeY;
    float4 MaxRangeX;
    float4 MaxRangeY;
    row_major float4x4 eye2lightMtx;
    float4 OrthoShiftU;
    float4 OrthoShiftV;
    float4 OrthoShiftZ;
    float4 OrthoScaleU;
    float4 OrthoScaleV;
    float4 OrthoScaleZ;
    float4 softShadowFixedSpread;
    float4 softShadowSpreadRatio;
    float4 noiseScale;
  } g_ShadowParallelOrtho : packoffset(c0);

}

SamplerState g_SceneDepthTex_ss_s : register(s0);
SamplerState g_NormalsTex_ss_s : register(s2);
SamplerState g_AlbedoAlphaDecodeTex_ss_s : register(s3);
SamplerState g_AlbedoTex_ss_s : register(s6);
SamplerState g_ProjectedTex_ss_s : register(s7);
SamplerState g_NoiseTex_ss_s : register(s8);
SamplerState g_FogAmountTex_ss_s : register(s11);
SamplerState g_FogScatteringColorTex_ss_s : register(s12);
SamplerComparisonState g_ShadowMapTexCMP_ss_s : register(s4);
Texture2D<float4> g_SceneDepthTex : register(t0);
Texture2D<float4> g_NormalsTex : register(t2);
Texture2D<float4> g_AlbedoAlphaDecodeTex : register(t3);
Texture2D<float4> g_ShadowMapTexCMP : register(t4);
Texture2D<float4> g_AlbedoTex : register(t6);
Texture2D<float4> g_ProjectedTex : register(t7);
Texture2D<float4> g_NoiseTex : register(t8);
Texture2D<float4> g_FogAmountTex : register(t11);
Texture2D<float4> g_FogScatteringColorTex : 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,
  out float4 o0 : SV_Target0)
{
  const float4 icb[] = { { -0.0184659399, -0.158486500, 0.159558639, 0},
                              { 0.183630407, 0.0532207489, 0.191187277, 0},
                              { -0.255875796, 0.0784208924, 0.267623365, 0},
                              { 0.112289399, 0.316145211, 0.335494697, 0},
                              { 0.202208102, -0.347241789, 0.401827067, 0},
                              { -0.162316903, 0.375075608, 0.408691168, 0},
                              { -0.254958600, -0.374097705, 0.452717334, 0},
                              { 0.451305687, -0.0454316288, 0.453586668, 0},
                              { 0.380623788, 0.365063190, 0.527395129, 0},
                              { -0.505893171, -0.291339695, 0.583786547, 0},
                              { -0.568656921, 0.234231606, 0.615008235, 0},
                              { -0.166199103, -0.627284884, 0.648928702, 0},
                              { 0.108128101, 0.650260627, 0.659189284, 0},
                              { 0.584277213, -0.319373190, 0.665867150, 0},
                              { -0.472830504, 0.500121295, 0.688251376, 0},
                              { 0.395033598, -0.565626383, 0.689916492, 0},
                              { -0.708871424, -0.112561, 0.717752516, 0},
                              { -0.514898300, -0.563177824, 0.763078928, 0},
                              { -0.120559901, 0.774356127, 0.783684909, 0},
                              { 0.762586772, 0.241588205, 0.799939692, 0},
                              { 0.348972410, 0.726080596, 0.805589736, 0},
                              { 0.186639801, -0.784788, 0.806676269, 0},
                              { 0.832707, -0.182398304, 0.852449477, 0},
                              { 0.629578471, 0.602167308, 0.871191442, 0},
                              { -0.879737198, 0.0833734572, 0.883679032, 0},
                              { -0.418489188, 0.799447775, 0.902358, 0},
                              { 0.758885384, -0.502526402, 0.910186708, 0},
                              { -0.0835375637, -0.944558620, 0.948245466, 0},
                              { 0.563755214, -0.770139813, 0.954429269, 0},
                              { -0.869884729, -0.394686311, 0.955236435, 0},
                              { -0.694237173, 0.686438680, 0.976300836, 0},
                              { -0.379430801, -0.900226, 0.976920962, 0},
                              { -0.919416428, 0.336052597, 0.978906453, 0},
                              { 0.872357428, 0.479793787, 0.995595038, 0},
                              { 0.261777312, 0.963558316, 0.998484850, 0} };
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = g_SceneDepthTex.SampleLevel(g_SceneDepthTex_ss_s, v1.xy, 0).x;
  r0.x = -r0.x * v2.y + 1;
  r0.z = v2.x / r0.x;
  r1.x = v2.w;
  r1.y = 0;
  
  r0.xy = v1.zw * r0.zz + r1.xy;
  r1.xyzw = g_AlbedoTex.Sample(g_AlbedoTex_ss_s, v1.xy).xyzw;
  r2.xyz = r1.xyz * r1.xyz;
  r3.xyz = g_AlbedoAlphaDecodeTex.Sample(g_AlbedoAlphaDecodeTex_ss_s, r1.ww).xyz;
  r4.xyzw = g_NormalsTex.Sample(g_NormalsTex_ss_s, v1.xy).xyzw;
  r1.w = cmp(0 < r3.y);
  r3.yw = r4.xy * float2(2,2) + float2(-1,-1);
  r4.xy = -r3.yw * r3.yw + float2(1,1);
  r3.yw = cmp(float2(0,0) < r3.yw);
  r5.xy = r3.yw ? r4.xy : -r4.xy;
  r2.w = dot(-r5.xy, r5.xy);
  r2.w = 1 + r2.w;
  r3.y = cmp(0 < r2.w);
  r2.w = sqrt(r2.w);
  r2.w = -r2.w;
  r2.w = r3.y ? r2.w : 0;
  r5.z = r1.w ? -r2.w : r2.w;
  r1.w = r4.w * r4.w + 0.00499999989;
  r1.w = 1 / r1.w;
  r2.w = r1.w * 0.5 + 1;
  r2.w = r4.z * r2.w;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniParams = IniParams.Load(0);
  //r0.x -= stereo.x * (r0.z - stereo.y) * iniParams.y;
  r0.x -= stereo.x * (r0.z - stereo.y) * g_CameraVS.vs_inverse_projection_xy.x;
    
  r4.xyz = g_ShadowParallelOrtho.eye2lightMtx._m10_m11_m12 * r0.yyy;
  r4.xyz = r0.xxx * g_ShadowParallelOrtho.eye2lightMtx._m00_m01_m02 + r4.xyz;
  r4.xyz = r0.zzz * g_ShadowParallelOrtho.eye2lightMtx._m20_m21_m22 + r4.xyz;
  r4.xyz = g_ShadowParallelOrtho.eye2lightMtx._m30_m31_m32 + r4.xyz;
  r6.xyzw = cmp(r4.xxxx >= g_ShadowParallelOrtho.MinRangeX.xyzw);
  r6.xyzw = r6.xyzw ? 1.000000 : 0;
  r7.xyzw = cmp(r4.xxxx < g_ShadowParallelOrtho.MaxRangeX.xyzw);
  r7.xyzw = r7.xyzw ? 1.000000 : 0;
  r6.xyzw = r7.xyzw * r6.xyzw;
  r7.xyzw = cmp(r4.yyyy >= g_ShadowParallelOrtho.MinRangeY.xyzw);
  r7.xyzw = r7.xyzw ? 1.000000 : 0;
  r6.xyzw = r7.xyzw * r6.xyzw;
  r7.xyzw = cmp(r4.yyyy < g_ShadowParallelOrtho.MaxRangeY.xyzw);
  r7.xyzw = r7.xyzw ? 1.000000 : 0;
  r6.xyzw = r7.xyzw * r6.xyzw;
  r6.xyzw = -r6.xxxx * float4(0,1,1,1) + r6.xyzw;
  r6.xyzw = max(float4(0,0,0,0), r6.xyzw);
  r6.xyzw = -r6.yyyy * float4(0,0,1,1) + r6.xyzw;
  r6.xyzw = max(float4(0,0,0,0), r6.xyzw);
  r6.xyzw = -r6.zzzz * float4(0,0,0,1) + r6.xyzw;
  r6.xyzw = max(float4(0,0,0,0), r6.xyzw);
  r7.x = dot(r6.xyzw, g_ShadowParallelOrtho.OrthoScaleU.xyzw);
  r7.y = dot(r6.xyzw, g_ShadowParallelOrtho.OrthoScaleV.xyzw);
  r7.z = dot(r6.xyzw, g_ShadowParallelOrtho.OrthoScaleZ.xyzw);
  r8.x = dot(r6.xyzw, g_ShadowParallelOrtho.OrthoShiftU.xyzw);
  r8.y = dot(r6.xyzw, g_ShadowParallelOrtho.OrthoShiftV.xyzw);
  r8.z = dot(r6.xyzw, g_ShadowParallelOrtho.OrthoShiftZ.xyzw);
  r4.xyz = r4.xyz * r7.xyz + r8.xyz;
  r3.y = dot(r6.xyzw, float4(1,1,1,1));
  r3.y = cmp(0 < r3.y);
  r3.y = r3.y ? 1.000000 : 0;
  r7.xyz = r4.xyz * r3.yyy;
  r3.w = dot(g_ShadowParallelOrtho.softShadowFixedSpread.xyzw, r6.xyzw);
  r4.z = dot(g_ShadowParallelOrtho.noiseScale.xyzw, r6.xyzw);
  r4.w = min(0.99000001, r7.z);
  r5.w = (int)g_ShadowCommon.params.x;
  r7.y = g_ShadowCommon.params.z * r7.y;
  r6.xy = r7.xy * r4.zz;
  r6.xy = g_NoiseTex.Sample(g_NoiseTex_ss_s, r6.xy).xy;
  r6.xy = r6.xy * float2(2,2) + float2(-1,-1);
  r4.z = (int)r5.w + -1;
  r3.w = 0.0009765625 * r3.w;
  r3.w = r3.w / icb[r4.z+0].z;
  r6.z = -r6.y;
  r7.xy = float2(0,0);
  r4.z = 0;
  while (true) {
    r6.w = cmp((int)r4.z >= (int)r5.w);
    if (r6.w != 0) break;
    r7.zw = icb[r4.z+0].xy * r3.ww;
    r8.x = dot(r7.zw, r6.xz);
    r6.w = dot(r7.wz, r6.xy);
    r8.y = g_ShadowCommon.params.w * r6.w;
    r7.zw = r4.xy * r3.yy + r8.xy;
    r6.w = g_ShadowMapTexCMP.SampleCmpLevelZero(g_ShadowMapTexCMP_ss_s, r7.zw, r4.w).x;
    r7.x = r7.x + r6.w;
    r7.y = 1 + r7.y;
    r4.z = (int)r4.z + 1;
  }
  r3.y = r7.x / r7.y;
  r3.w = saturate(r0.z * g_ShadowCommon.shadowFactors.y + g_ShadowCommon.shadowFactors.z);
  r3.y = r3.y * r3.w;
  r0.w = 1;
  r4.x = dot(r0.xyzw, g_Light.projectedTexCoordUAxis.xyzw);
  r4.y = dot(r0.xyzw, g_Light.projectedTexCoordVAxis.xyzw);
  r4.xyz = g_ProjectedTex.Sample(g_ProjectedTex_ss_s, r4.xy).xyz;
  r4.xyz = float3(-1,-1,-1) + r4.xyz;
  r4.xyz = g_Light.fadeColor.www * r4.xyz + float3(1,1,1);
  r4.xyz = g_Light.color.xyz * r4.xyz;
  r4.xyz = g_Light.params1.yyy * r4.xyz;
  r4.xyz = r4.xyz * r4.xyz;
  r0.w = 1 + -r3.z;
  r2.xyz = r2.xyz * r0.www;
  r1.xyz = r1.xyz * r1.xyz + float3(-1,-1,-1);
  r1.xyz = r3.zzz * r1.xyz + float3(1,1,1);
  r0.w = dot(-r0.xyz, -r0.xyz);
  r0.w = rsqrt(r0.w);
  r6.xyz = -r0.xyz * r0.www;
  r0.w = dot(r6.xyz, r5.xyz);
  r0.w = r0.w + r0.w;
  r6.xyz = r5.xyz * -r0.www + r6.xyz;
  r0.w = saturate(-r3.y * r3.x + 1);
  r3.xyz = r4.xyz * r0.www;
  r0.w = saturate(dot(-g_Light.posDirRadius.xyz, r5.xyz));
  r3.w = g_Light.params1.x * r0.w;
  r4.xyz = r3.xyz * r0.www;
  r0.w = dot(-r6.xyz, -g_Light.posDirRadius.xyz);
  r0.w = max(1.00000001e-007, r0.w);
  r0.w = log2(r0.w);
  r0.w = r1.w * r0.w;
  r0.w = exp2(r0.w);
  r0.w = r0.w * r2.w;
  r0.w = r0.w * r3.w;
  r3.xyz = r3.xyz * r0.www;
  r1.xyz = r3.xyz * r1.xyz;
  r1.xyz = r2.xyz * r4.xyz + r1.xyz;
  r2.xyz = g_FogParams.invViewMtx._m10_m11_m12 * r0.yyy;
  r0.xyw = r0.xxx * g_FogParams.invViewMtx._m00_m01_m02 + r2.xyz;
  r0.xyz = r0.zzz * g_FogParams.invViewMtx._m20_m21_m22 + r0.xyw;
  r0.w = g_FogParams.invViewMtx._m31 + r0.y;
  r1.w = dot(r0.xyz, r0.xyz);
  r2.x = sqrt(r1.w);
  r2.x = 1 + r2.x;
  r2.x = log2(r2.x);
  r2.y = saturate(0.0752566829 * r2.x);
  r0.y = g_FogParams.tex_params2.z + r0.y;
  r0.y = max(1, r0.y);
  r0.y = log2(r0.y);
  r2.x = saturate(r0.y * g_FogParams.tex_params2.w + g_FogParams.tex_params2.y);
  r0.y = rsqrt(r1.w);
  r0.xy = r0.xz * r0.yy;
  r0.z = saturate(-r0.w * g_FogParams.tex_params2.x + 1);
  r0.xy = r0.xy * r0.zz;
  r0.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
  r0.z = g_FogAmountTex.Sample(g_FogAmountTex_ss_s, r2.xy).x;
  r0.xyw = g_FogScatteringColorTex.Sample(g_FogScatteringColorTex_ss_s, r0.xy).xyz;
  r0.xyw = r0.zzz * r0.xyw;
  r1.w = 1 + -r0.z;
  o0.xyz = r1.xyz * r1.www + r0.xyw;
  o0.w = r0.z;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Fri Jul 01 14:15:12 2016
//
//
// 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
//       row_major float4x4 view2LightObj;// Offset:  192
//       float4 spotDir;                // Offset:  256
//
//   } g_Light;                         // Offset:    0 Size:   272
//
// }
//
// cbuffer g_FogParams_CB
// {
//
//   struct FogParams
//   {
//       
//       float4 tex_params1;            // Offset:    0
//       float4 tex_params2;            // Offset:   16
//       row_major float4x4 invViewMtx; // Offset:   32
//
//   } g_FogParams;                     // Offset:    0 Size:    96
//
// }
//
// cbuffer g_ShadowCommon_CB
// {
//
//   struct ShadowCommon
//   {
//       
//       float4 shadowFactors;          // Offset:    0
//       float4 lightDirPos;            // Offset:   16
//       float4 params;                 // Offset:   32
//
//   } g_ShadowCommon;                  // Offset:    0 Size:    48
//
// }
//
// cbuffer g_ShadowParallelOrtho_CB
// {
//
//   struct ShadowParallelOrtho
//   {
//       
//       float4 MinRangeX;              // Offset:    0
//       float4 MinRangeY;              // Offset:   16
//       float4 MaxRangeX;              // Offset:   32
//       float4 MaxRangeY;              // Offset:   48
//       row_major float4x4 eye2lightMtx;// Offset:   64
//       float4 OrthoShiftU;            // Offset:  128
//       float4 OrthoShiftV;            // Offset:  144
//       float4 OrthoShiftZ;            // Offset:  160
//       float4 OrthoScaleU;            // Offset:  176
//       float4 OrthoScaleV;            // Offset:  192
//       float4 OrthoScaleZ;            // Offset:  208
//       float4 softShadowFixedSpread;  // Offset:  224
//       float4 softShadowSpreadRatio;  // Offset:  240
//       float4 noiseScale;             // Offset:  256
//
//   } g_ShadowParallelOrtho;           // Offset:    0 Size:   272
//
// }
//
//
// 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_AlbedoAlphaDecodeTex_ss         sampler      NA          NA    3        1
// g_ShadowMapTexCMP_ss            sampler_c      NA          NA    4        1
// g_AlbedoTex_ss                    sampler      NA          NA    6        1
// g_ProjectedTex_ss                 sampler      NA          NA    7        1
// g_NoiseTex_ss                     sampler      NA          NA    8        1
// g_FogAmountTex_ss                 sampler      NA          NA   11        1
// g_FogScatteringColorTex_ss        sampler      NA          NA   12        1
// g_SceneDepthTex                   texture  float4          2d    0        1
// g_NormalsTex                      texture  float4          2d    2        1
// g_AlbedoAlphaDecodeTex            texture  float4          2d    3        1
// g_ShadowMapTexCMP                 texture  float4          2d    4        1
// g_AlbedoTex                       texture  float4          2d    6        1
// g_ProjectedTex                    texture  float4          2d    7        1
// g_NoiseTex                        texture  float4          2d    8        1
// g_FogAmountTex                    texture  float4          2d   11        1
// g_FogScatteringColorTex           texture  float4          2d   12        1
// g_Light_CB                        cbuffer      NA          NA    0        1
// g_FogParams_CB                    cbuffer      NA          NA    1        1
// g_ShadowCommon_CB                 cbuffer      NA          NA    2        1
// g_ShadowParallelOrtho_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   xy w
// 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_immediateConstantBuffer { { -0.0184659399, -0.158486500, 0.159558639, 0},
                              { 0.183630407, 0.0532207489, 0.191187277, 0},
                              { -0.255875796, 0.0784208924, 0.267623365, 0},
                              { 0.112289399, 0.316145211, 0.335494697, 0},
                              { 0.202208102, -0.347241789, 0.401827067, 0},
                              { -0.162316903, 0.375075608, 0.408691168, 0},
                              { -0.254958600, -0.374097705, 0.452717334, 0},
                              { 0.451305687, -0.0454316288, 0.453586668, 0},
                              { 0.380623788, 0.365063190, 0.527395129, 0},
                              { -0.505893171, -0.291339695, 0.583786547, 0},
                              { -0.568656921, 0.234231606, 0.615008235, 0},
                              { -0.166199103, -0.627284884, 0.648928702, 0},
                              { 0.108128101, 0.650260627, 0.659189284, 0},
                              { 0.584277213, -0.319373190, 0.665867150, 0},
                              { -0.472830504, 0.500121295, 0.688251376, 0},
                              { 0.395033598, -0.565626383, 0.689916492, 0},
                              { -0.708871424, -0.112561, 0.717752516, 0},
                              { -0.514898300, -0.563177824, 0.763078928, 0},
                              { -0.120559901, 0.774356127, 0.783684909, 0},
                              { 0.762586772, 0.241588205, 0.799939692, 0},
                              { 0.348972410, 0.726080596, 0.805589736, 0},
                              { 0.186639801, -0.784788, 0.806676269, 0},
                              { 0.832707, -0.182398304, 0.852449477, 0},
                              { 0.629578471, 0.602167308, 0.871191442, 0},
                              { -0.879737198, 0.0833734572, 0.883679032, 0},
                              { -0.418489188, 0.799447775, 0.902358, 0},
                              { 0.758885384, -0.502526402, 0.910186708, 0},
                              { -0.0835375637, -0.944558620, 0.948245466, 0},
                              { 0.563755214, -0.770139813, 0.954429269, 0},
                              { -0.869884729, -0.394686311, 0.955236435, 0},
                              { -0.694237173, 0.686438680, 0.976300836, 0},
                              { -0.379430801, -0.900226, 0.976920962, 0},
                              { -0.919416428, 0.336052597, 0.978906453, 0},
                              { 0.872357428, 0.479793787, 0.995595038, 0},
                              { 0.261777312, 0.963558316, 0.998484850, 0} }
dcl_constantbuffer cb0[8], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_constantbuffer cb3[17], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_comparison
dcl_sampler s6, mode_default
dcl_sampler s7, mode_default
dcl_sampler s8, mode_default
dcl_sampler s11, mode_default
dcl_sampler s12, 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) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t11
dcl_resource_texture2d (float,float,float,float) t12
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyw
dcl_output o0.xyzw
dcl_temps 9
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.x, -r0.x, v2.y, l(1.000000)
div r0.z, v2.x, r0.x
mov r1.x, v2.w
mov r1.y, l(0)
mad r0.xy, v1.zwzz, r0.zzzz, r1.xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t6.xyzw, s6
mul r2.xyz, r1.xyzx, r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r1.wwww, t3.xyzw, s3
sample_indexable(texture2d)(float,float,float,float) r4.xyzw, v1.xyxx, t2.xyzw, s2
lt r1.w, l(0.000000), r3.y
mad r3.yw, r4.xxxy, l(0.000000, 2.000000, 0.000000, 2.000000), l(0.000000, -1.000000, 0.000000, -1.000000)
mad r4.xy, -r3.ywyy, r3.ywyy, l(1.000000, 1.000000, 0.000000, 0.000000)
lt r3.yw, l(0.000000, 0.000000, 0.000000, 0.000000), r3.yyyw
movc r5.xy, r3.ywyy, r4.xyxx, -r4.xyxx
dp2 r2.w, -r5.xyxx, r5.xyxx
add r2.w, r2.w, l(1.000000)
lt r3.y, l(0.000000), r2.w
sqrt r2.w, r2.w
mov r2.w, -r2.w
and r2.w, r2.w, r3.y
movc r5.z, r1.w, -r2.w, r2.w
mad r1.w, r4.w, r4.w, l(0.005000)
div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.w
mad r2.w, r1.w, l(0.500000), l(1.000000)
mul r2.w, r2.w, r4.z
mul r4.xyz, r0.yyyy, cb3[5].xyzx
mad r4.xyz, r0.xxxx, cb3[4].xyzx, r4.xyzx
mad r4.xyz, r0.zzzz, cb3[6].xyzx, r4.xyzx
add r4.xyz, r4.xyzx, cb3[7].xyzx
ge r6.xyzw, r4.xxxx, cb3[0].xyzw
and r6.xyzw, r6.xyzw, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
lt r7.xyzw, r4.xxxx, cb3[2].xyzw
and r7.xyzw, r7.xyzw, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
mul r6.xyzw, r6.xyzw, r7.xyzw
ge r7.xyzw, r4.yyyy, cb3[1].xyzw
and r7.xyzw, r7.xyzw, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
mul r6.xyzw, r6.xyzw, r7.xyzw
lt r7.xyzw, r4.yyyy, cb3[3].xyzw
and r7.xyzw, r7.xyzw, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
mul r6.xyzw, r6.xyzw, r7.xyzw
mad r6.xyzw, -r6.xxxx, l(0.000000, 1.000000, 1.000000, 1.000000), r6.xyzw
max r6.xyzw, r6.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r6.xyzw, -r6.yyyy, l(0.000000, 0.000000, 1.000000, 1.000000), r6.xyzw
max r6.xyzw, r6.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r6.xyzw, -r6.zzzz, l(0.000000, 0.000000, 0.000000, 1.000000), r6.xyzw
max r6.xyzw, r6.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
dp4 r7.x, r6.xyzw, cb3[11].xyzw
dp4 r7.y, r6.xyzw, cb3[12].xyzw
dp4 r7.z, r6.xyzw, cb3[13].xyzw
dp4 r8.x, r6.xyzw, cb3[8].xyzw
dp4 r8.y, r6.xyzw, cb3[9].xyzw
dp4 r8.z, r6.xyzw, cb3[10].xyzw
mad r4.xyz, r4.xyzx, r7.xyzx, r8.xyzx
dp4 r3.y, r6.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
lt r3.y, l(0.000000), r3.y
and r3.y, r3.y, l(0x3f800000)
mul r7.xyz, r3.yyyy, r4.xyzx
dp4 r3.w, cb3[14].xyzw, r6.xyzw
dp4 r4.z, cb3[16].xyzw, r6.xyzw
min r4.w, r7.z, l(0.990000)
ftoi r5.w, cb2[2].x
mul r7.y, r7.y, cb2[2].z
mul r6.xy, r4.zzzz, r7.xyxx
sample_indexable(texture2d)(float,float,float,float) r6.xy, r6.xyxx, t8.xyzw, s8
mad r6.xy, r6.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
iadd r4.z, r5.w, l(-1)
mul r3.w, r3.w, l(0.000976562500)
div r3.w, r3.w, icb[r4.z + 0].z
mov r6.z, -r6.y
mov r7.xy, l(0,0,0,0)
mov r4.z, l(0)
loop 
  ige r6.w, r4.z, r5.w
  breakc_nz r6.w
  mul r7.zw, r3.wwww, icb[r4.z + 0].xxxy
  dp2 r8.x, r7.zwzz, r6.xzxx
  dp2 r6.w, r7.wzww, r6.xyxx
  mul r8.y, r6.w, cb2[2].w
  mad r7.zw, r4.xxxy, r3.yyyy, r8.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r6.w, r7.zwzz, t4.xxxx, s4, r4.w
  add r7.x, r6.w, r7.x
  add r7.y, r7.y, l(1.000000)
  iadd r4.z, r4.z, l(1)
endloop 
div r3.y, r7.x, r7.y
mad_sat r3.w, r0.z, cb2[0].y, cb2[0].z
mul r3.y, r3.w, r3.y
mov r0.w, l(1.000000)
dp4 r4.x, r0.xyzw, cb0[5].xyzw
dp4 r4.y, r0.xyzw, cb0[6].xyzw
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r4.xyxx, t7.xyzw, s7
add r4.xyz, r4.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r4.xyz, cb0[7].wwww, r4.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r4.xyz, r4.xyzx, cb0[1].xyzx
mul r4.xyz, r4.xyzx, cb0[2].yyyy
mul r4.xyz, r4.xyzx, r4.xyzx
add r0.w, -r3.z, l(1.000000)
mul r2.xyz, r0.wwww, r2.xyzx
mad r1.xyz, r1.xyzx, r1.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r1.xyz, r3.zzzz, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
dp3 r0.w, -r0.xyzx, -r0.xyzx
rsq r0.w, r0.w
mul r6.xyz, r0.wwww, -r0.xyzx
dp3 r0.w, r6.xyzx, r5.xyzx
add r0.w, r0.w, r0.w
mad r6.xyz, r5.xyzx, -r0.wwww, r6.xyzx
mad_sat r0.w, -r3.y, r3.x, l(1.000000)
mul r3.xyz, r0.wwww, r4.xyzx
dp3_sat r0.w, -cb0[0].xyzx, r5.xyzx
mul r3.w, r0.w, cb0[2].x
mul r4.xyz, r0.wwww, r3.xyzx
dp3 r0.w, -r6.xyzx, -cb0[0].xyzx
max r0.w, r0.w, l(1.000000012E-007)
log r0.w, r0.w
mul r0.w, r0.w, r1.w
exp r0.w, r0.w
mul r0.w, r2.w, r0.w
mul r0.w, r3.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
mul r1.xyz, r1.xyzx, r3.xyzx
mad r1.xyz, r2.xyzx, r4.xyzx, r1.xyzx
mul r2.xyz, r0.yyyy, cb1[3].xyzx
mad r0.xyw, r0.xxxx, cb1[2].xyxz, r2.xyxz
mad r0.xyz, r0.zzzz, cb1[4].xyzx, r0.xywx
add r0.w, r0.y, cb1[5].y
dp3 r1.w, r0.xyzx, r0.xyzx
sqrt r2.x, r1.w
add r2.x, r2.x, l(1.000000)
log r2.x, r2.x
mul_sat r2.y, r2.x, l(0.0752566829)
add r0.y, r0.y, cb1[1].z
max r0.y, r0.y, l(1.000000)
log r0.y, r0.y
mad_sat r2.x, r0.y, cb1[1].w, cb1[1].y
rsq r0.y, r1.w
mul r0.xy, r0.yyyy, r0.xzxx
mad_sat r0.z, -r0.w, cb1[1].x, l(1.000000)
mul r0.xy, r0.zzzz, r0.xyxx
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.z, r2.xyxx, t11.yzxw, s11
sample_indexable(texture2d)(float,float,float,float) r0.xyw, r0.xyxx, t12.xywz, s12
mul r0.xyw, r0.xyxw, r0.zzzz
add r1.w, -r0.z, l(1.000000)
mad o0.xyz, r1.xyzx, r1.wwww, r0.xywx
mov o0.w, r0.z
ret 
// Approximately 147 instruction slots used

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