// Lights from the light saber


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;
  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;
  
  float4 stereo = StereoParams.Load(0);
  r2.x -= stereo.x * (r2.z - stereo.y) * g_CameraVS.vs_inverse_projection_xy.x;
  
  r0.xyz = g_Light.posDirRadius.xyz + -r2.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r1.z = rsqrt(r0.w);
  r0.w = sqrt(r0.w);
  r2.x = g_Light.params1.z * r0.w;
  r0.xyz = r1.zzz * r0.xyz;
  r1.zw = g_NormalsTex.Sample(g_NormalsTex_ss_s, r1.xy).xy;
  r3.xyzw = g_AlbedoTex.Sample(g_AlbedoTex_ss_s, r1.xy).xyzw;
  r1.xy = r1.zw * 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;
  r0.w = dot(-r1.xy, r1.xy);
  r0.w = 1 + r0.w;
  r1.w = sqrt(r0.w);
  r0.w = cmp(0 < r0.w);
  r1.w = -r1.w;
  r0.w = r0.w ? r1.w : 0;
  r2.zw = g_AlbedoAlphaDecodeTex.Sample(g_AlbedoAlphaDecodeTex_ss_s, r3.ww).yz;
  r3.xyz = r3.xyz * r3.xyz;
  r1.w = cmp(0 < r2.z);
  r2.z = 1 + -r2.w;
  r3.xyz = r3.xyz * r2.zzz;
  r1.z = r1.w ? -r0.w : r0.w;
  r0.x = saturate(dot(r0.xyz, r1.xyz));
  r2.y = g_Light.params3.w;
  r0.yzw = g_AttenuationTex.Sample(g_AttenuationTex_ss_s, r2.xy).xyz;
  r0.yzw = g_Light.posDirRadius.www * r0.yzw;
  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 = r3.xyz * r0.xyz;
  o0.w = 0;
  
  
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Sat Jul 02 17:35:57 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[5], 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 4
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
add r0.xyz, -r2.xyzx, cb0[0].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r1.z, r0.w
sqrt r0.w, r0.w
mul r2.x, r0.w, cb0[2].z
mul r0.xyz, r0.xyzx, r1.zzzz
sample_indexable(texture2d)(float,float,float,float) r1.zw, r1.xyxx, t2.zwxy, s2
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r1.xyxx, t6.xyzw, s6
mad r1.xy, r1.zwzz, 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 r0.w, -r1.xyxx, r1.xyxx
add r0.w, r0.w, l(1.000000)
sqrt r1.w, r0.w
lt r0.w, l(0.000000), r0.w
mov r1.w, -r1.w
and r0.w, r0.w, r1.w
sample_indexable(texture2d)(float,float,float,float) r2.zw, r3.wwww, t3.xwyz, s3
mul r3.xyz, r3.xyzx, r3.xyzx
lt r1.w, l(0.000000), r2.z
add r2.z, -r2.w, l(1.000000)
mul r3.xyz, r2.zzzz, r3.xyzx
movc r1.z, r1.w, -r0.w, r0.w
dp3_sat r0.x, r0.xyzx, r1.xyzx
mov r2.y, cb0[4].w
sample_indexable(texture2d)(float,float,float,float) r0.yzw, r2.xyxx, t9.wxyz, s9
mul r0.yzw, r0.yyzw, cb0[0].wwww
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, r3.xyzx
mov o0.w, l(0)
ret 
// Approximately 42 instruction slots used

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