// Lights

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);

}


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_AttenuationTex_ss_s : register(s9);
Texture2D<float4> g_SceneDepthTex : register(t0);
Texture2D<float4> g_NormalsTex : register(t2);
Texture2D<float4> g_AlbedoAlphaDecodeTex : register(t3);
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,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = v2.w;
  r0.y = 0;
  r1.xyzw = v1.xyzw / v2.zzzz;
  r0.z = g_SceneDepthTex.SampleLevel(g_SceneDepthTex_ss_s, r1.xy, 0).x;
  r0.z = -r0.z * v2.y + 1;
  r2.z = v2.x / r0.z;
  r2.xy = r1.zw * r2.zz + r0.xy;
  r0.x = dot(-r2.xyz, -r2.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = -r2.xyz * r0.xxx;
  r3.xyzw = g_NormalsTex.Sample(g_NormalsTex_ss_s, r1.xy).xyzw;
  r1.xyzw = g_AlbedoTex.Sample(g_AlbedoTex_ss_s, r1.xy).xyzw;
  r3.xy = r3.xy * float2(2,2) + float2(-1,-1);
  r4.xy = -r3.xy * r3.xy + float2(1,1);
  r3.xy = cmp(float2(0,0) < r3.xy);
  r4.xy = r3.xy ? r4.xy : -r4.xy;
  r0.w = dot(-r4.xy, r4.xy);
  r0.w = 1 + r0.w;
  r2.w = sqrt(r0.w);
  r0.w = cmp(0 < r0.w);
  r2.w = -r2.w;
  r0.w = r0.w ? r2.w : 0;
  r3.xy = g_AlbedoAlphaDecodeTex.Sample(g_AlbedoAlphaDecodeTex_ss_s, r1.ww).yz;
  r1.w = cmp(0 < r3.x);
  r4.z = r1.w ? -r0.w : r0.w;
  r0.w = dot(r0.xyz, r4.xyz);
  r0.w = r0.w + r0.w;
  r0.xyz = r4.xyz * -r0.www + r0.xyz;
  r5.xyz = g_Light.posDirRadius.xyz + -r2.xyz;
  r0.w = dot(r5.xyz, r5.xyz);
  r0.w = rsqrt(r0.w);
  r5.xyz = r5.xyz * r0.www;
  r0.x = dot(-r0.xyz, r5.xyz);
  r0.y = saturate(dot(r5.xyz, r4.xyz));
  r0.x = max(1.00000001e-007, r0.x);
  r0.x = log2(r0.x);
  r0.z = r3.w * r3.w + 0.00499999989;
  r0.z = 1 / r0.z;
  r0.x = r0.z * r0.x;
  r0.z = r0.z * 0.5 + 1;
  r0.z = r3.z * r0.z;
  r0.x = exp2(r0.x);
  r0.x = r0.x * r0.z;
  r0.z = g_Light.params1.x * r0.y;
  r0.x = r0.x * r0.z;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniParams = IniParams.Load(0);
  r2.x -= stereo.x * (r2.z - stereo.y) * g_CameraVS.vs_inverse_projection_xy.x;
  
    
  r3.xzw = g_Light.spotViewProj._m10_m11_m13 * r2.yyy;
  r2.xyw = r2.xxx * g_Light.spotViewProj._m00_m01_m03 + r3.xzw;
  r2.xyz = r2.zzz * g_Light.spotViewProj._m20_m21_m23 + r2.xyw;
  r2.xyz = g_Light.spotViewProj._m30_m31_m33 + r2.xyz;
  r0.zw = r2.xy / r2.zz;
  r1.w = -g_Light.color.w + r2.z;
  r2.x = g_Light.params1.z * r1.w;
  r0.z = dot(r0.zw, r0.zw);
  r0.z = 1 + -r0.z;
  r0.z = max(0, r0.z);
  r2.y = g_Light.params3.w;
  r2.xyz = g_AttenuationTex.Sample(g_AttenuationTex_ss_s, r2.xy).xyz;
  r2.xyz = g_Light.posDirRadius.www * r2.xyz;
  r2.xyz = r2.xyz * r0.zzz;
  r2.xyz = g_Light.color.xyz * r2.xyz;
  r2.xyz = r2.xyz * r2.xyz;
  r0.xzw = r2.xyz * r0.xxx;
  r2.xyz = r2.xyz * r0.yyy;
  r3.xzw = r1.xyz * r1.xyz + float3(-1,-1,-1);
  r1.xyz = r1.xyz * r1.xyz;
  r3.xzw = r3.yyy * r3.xzw + float3(1,1,1);
  r0.y = 1 + -r3.y;
  r1.xyz = r1.xyz * r0.yyy;
  r0.xyz = r3.xzw * r0.xzw;
  o0.xyz = r1.xyz * r2.xyz + r0.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Fri Jul 01 14:51:19 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
//
// }
//
//
// 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_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_AlbedoAlphaDecodeTex            texture  float4          2d    3        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[12], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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) t3
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 6
mov r0.x, v2.w
mov r0.y, l(0)
div r1.xyzw, v1.xyzw, v2.zzzz
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r1.xyxx, t0.yzxw, s0, l(0.000000)
mad r0.z, -r0.z, v2.y, l(1.000000)
div r2.z, v2.x, r0.z
mad r2.xy, r1.zwzz, r2.zzzz, r0.xyxx
dp3 r0.x, -r2.xyzx, -r2.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, -r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r1.xyxx, t2.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t6.xyzw, s6
mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r4.xy, -r3.xyxx, r3.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
lt r3.xy, l(0.000000, 0.000000, 0.000000, 0.000000), r3.xyxx
movc r4.xy, r3.xyxx, r4.xyxx, -r4.xyxx
dp2 r0.w, -r4.xyxx, r4.xyxx
add r0.w, r0.w, l(1.000000)
sqrt r2.w, r0.w
lt r0.w, l(0.000000), r0.w
mov r2.w, -r2.w
and r0.w, r0.w, r2.w
sample_indexable(texture2d)(float,float,float,float) r3.xy, r1.wwww, t3.yzxw, s3
lt r1.w, l(0.000000), r3.x
movc r4.z, r1.w, -r0.w, r0.w
dp3 r0.w, r0.xyzx, r4.xyzx
add r0.w, r0.w, r0.w
mad r0.xyz, r4.xyzx, -r0.wwww, r0.xyzx
add r5.xyz, -r2.xyzx, cb0[0].xyzx
dp3 r0.w, r5.xyzx, r5.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, r5.xyzx
dp3 r0.x, -r0.xyzx, r5.xyzx
dp3_sat r0.y, r5.xyzx, r4.xyzx
max r0.x, r0.x, l(1.000000012E-007)
log r0.x, r0.x
mad r0.z, r3.w, r3.w, l(0.005000)
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mul r0.x, r0.x, r0.z
mad r0.z, r0.z, l(0.500000), l(1.000000)
mul r0.z, r0.z, r3.z
exp r0.x, r0.x
mul r0.x, r0.z, r0.x
mul r0.z, r0.y, cb0[2].x
mul r0.x, r0.z, r0.x
mul r3.xzw, r2.yyyy, cb0[9].xxyw
mad r2.xyw, r2.xxxx, cb0[8].xyxw, r3.xzxw
mad r2.xyz, r2.zzzz, cb0[10].xywx, r2.xywx
add r2.xyz, r2.xyzx, cb0[11].xywx
div r0.zw, r2.xxxy, r2.zzzz
add r1.w, r2.z, -cb0[1].w
mul r2.x, r1.w, cb0[2].z
dp2 r0.z, r0.zwzz, r0.zwzz
add r0.z, -r0.z, l(1.000000)
max r0.z, r0.z, l(0.000000)
mov r2.y, cb0[4].w
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t9.xyzw, s9
mul r2.xyz, r2.xyzx, cb0[0].wwww
mul r2.xyz, r0.zzzz, r2.xyzx
mul r2.xyz, r2.xyzx, cb0[1].xyzx
mul r2.xyz, r2.xyzx, r2.xyzx
mul r0.xzw, r0.xxxx, r2.xxyz
mul r2.xyz, r0.yyyy, r2.xyzx
mad r3.xzw, r1.xxyz, r1.xxyz, l(-1.000000, 0.000000, -1.000000, -1.000000)
mul r1.xyz, r1.xyzx, r1.xyzx
mad r3.xzw, r3.yyyy, r3.xxzw, l(1.000000, 0.000000, 1.000000, 1.000000)
add r0.y, -r3.y, l(1.000000)
mul r1.xyz, r0.yyyy, r1.xyzx
mul r0.xyz, r0.xzwx, r3.xzwx
mad o0.xyz, r1.xyzx, r2.xyzx, r0.xyzx
mov o0.w, l(0)
ret 
// Approximately 72 instruction slots used

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