// Lights Reflections

//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_MaterialPS_CB : register(b0)
{

  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 DEFUNCT_fs_lego_brdf_fudge;
  } g_MaterialPS : packoffset(c0);

}

cbuffer g_LightsPS_CB : register(b1)
{

  struct
  {
    float4 fs_lightColor0;
    float4 fs_lightColor1;
    float4 fs_lightDirection0;
    float4 fs_lightDirection1;
    float4 fs_ReflectionTintDesatFactor;
  } g_LightsPS : packoffset(c0);

}

cbuffer g_MiscGroupPS_CB : register(b2)
{

  struct
  {
    float4 fs_fog_color;
    float4 fs_liveCubemapReflectionPlane;
    float4 fs_viewMtx0;
    float4 fs_viewMtx1;
    float4 fs_viewMtx2;
    float4 fs_exposure;
    float4 fs_screenSize;
    float4 fs_time;
    float4 fs_exposure2;
    float4 fs_defunct_0;
    float4 fs_fog_tex_params;
    float4 fs_defunct_2;
    float4 fs_defunct_3;
    float4 fs_fog_params1;
    float4 fs_fog_params2;
    float4 fs_fog_params3;
    float4 fs_fog_params4;
    float4 fs_fog_params5;
  } g_MiscGroupPS : packoffset(c0);

}

SamplerState sceneEnvmap_samplerCube_ss_s : register(s3);
SamplerState layer0_sampler_ss_s : register(s4);
SamplerState surface_sampler_ss_s : register(s5);
TextureCube<float4> sceneEnvmap_samplerCube : register(t3);
Texture2D<float4> layer0_sampler : register(t4);
Texture2D<float4> surface_sampler : register(t5);


// 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,
  float4 v5 : TEXCOORD4,
  float2 v6 : TEXCOORD5,
  float3 v7 : COLOR0,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1,
  out float4 o2 : SV_Target2)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v5.xyz, v5.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = v5.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, v6.xy).yzw;
    
  r2.xyz = r2.zxy * float3(2,2,2) + float3(-1,-1,-0);
  r2.xy = g_MaterialPS.fs_surface_params.xx * r2.xy;
  
  float4 stereo = StereoParams.Load(0);
  //r2.x -= stereo.x * (r2.z - stereo.y) * g_CameraVS.vs_inverse_projection_xy.x;
  
  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(v4.xyz, v4.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = v4.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(-v2.xyz, -v2.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = -v2.xyz * r0.www;
  r0.w = dot(r0.xyz, r1.xyz);
  r1.w = r0.w + r0.w;
  r0.w = saturate(r0.w);
  r1.xyz = r0.xyz * -r1.www + r1.xyz;
      
  r2.xyz = g_MiscGroupPS.fs_viewMtx1.xyz * -r1.yyy;
  
    
  r2.xyz = -r1.xxx * g_MiscGroupPS.fs_viewMtx0.xyz + r2.xyz;
  r2.xyz = -r1.zzz * g_MiscGroupPS.fs_viewMtx2.xyz + r2.xyz;
  
  
  
  r1.w = 9 * g_MaterialPS.fs_specular_params.z;
  r2.xyz = sceneEnvmap_samplerCube.SampleLevel(sceneEnvmap_samplerCube_ss_s, r2.xyz, r1.w).xyz;
  r2.xyz = r2.xyz * r2.xyz;
  r2.xyz = g_LightsPS.fs_ReflectionTintDesatFactor.xyz * r2.xyz;
  r2.xyz = r2.xyz * r2.xyz;
  r1.w = 1 + -r0.w;
  r1.w = log2(r1.w);
  r1.w = 6.30000019 * r1.w;
  r1.w = exp2(r1.w);
  r2.w = 1 + -g_MaterialPS.fs_fresnel_params.y;
  r1.w = r2.w * r1.w;
  r0.w = r1.w * r0.w;
  r0.w = r0.w * 7.5 + g_MaterialPS.fs_fresnel_params.y;
  r1.w = -g_MaterialPS.fs_specular_params.z * 0.699999988 + 1;
  r2.w = r1.w * r0.w;
  r0.w = -r0.w * r1.w + 1;
  r3.xyz = layer0_sampler.Sample(layer0_sampler_ss_s, v6.xy).xyz;
  r1.w = dot(r3.xyz, float3(0.333000004,0.333000004,0.333000004));
  r3.xyz = g_MaterialPS.fs_layer0_diffuse.xyz * r3.xyz;
  r3.xyz = v7.xyz * r3.xyz;
  r3.xyz = r3.xyz * r3.xyz;
  r1.w = saturate(r1.w * r2.w);
  r2.xyz = r2.xyz * r1.www;
  r2.w = 1 + -g_MaterialPS.fs_brdf_params.y;
  r0.w = r2.w * r0.w + g_MaterialPS.fs_brdf_params.y;
  r2.xyz = r3.xyz * r0.www + r2.xyz;
  
  
  
  r0.w = dot(-r1.xyz, g_LightsPS.fs_lightDirection1.xyz);
  r1.x = dot(-r1.xyz, g_LightsPS.fs_lightDirection0.xyz);
  r1.x = max(1.00000001e-007, r1.x);
  r1.x = log2(r1.x);
  r1.x = g_MaterialPS.fs_specular_params.x * r1.x;
  r1.x = exp2(r1.x);
  r1.x = g_MaterialPS.fs_specular_params.w * r1.x;
  r0.w = max(1.00000001e-007, r0.w);
  r0.w = log2(r0.w);
  r0.w = g_MaterialPS.fs_specular_params.x * r0.w;
  r0.w = exp2(r0.w);
  r0.w = g_MaterialPS.fs_specular_params.w * r0.w;
  
  
  
  r1.y = saturate(dot(g_LightsPS.fs_lightDirection1.xyz, r0.xyz));
  r1.z = g_LightsPS.fs_ReflectionTintDesatFactor.w * r1.y;
  
  
  
  r0.w = r1.z * r0.w;
  r3.xyz = g_LightsPS.fs_lightColor1.xyz * r0.www;
  
    
  r0.w = saturate(dot(g_LightsPS.fs_lightDirection0.xyz, r0.xyz));
  r1.z = g_LightsPS.fs_ReflectionTintDesatFactor.w * r0.w;
  r4.xyz = g_LightsPS.fs_lightColor0.xyz * r0.www + v1.xyz;
  r4.xyz = g_LightsPS.fs_lightColor1.xyz * r1.yyy + r4.xyz;
  r0.w = r1.x * r1.z;
  r1.xyz = g_LightsPS.fs_lightColor0.xyz * r0.www + r3.xyz;
  r1.xyz = r1.www * r1.xyz;
  o1.z = r1.w;
  r1.xyz = r2.xyz * r4.xyz + r1.xyz;
  o2.xyz = sqrt(r2.xyz);
  r1.xyz = g_MiscGroupPS.fs_exposure.yyy * r1.xyz;
  r0.w = max(r1.x, r1.y);
  r0.w = max(r0.w, r1.z);
  r0.w = max(9.99999975e-006, r0.w);
  r0.w = sqrt(r0.w);
  r0.w = 45.0780563 * r0.w;
  r0.w = ceil(r0.w);
  r1.w = 0.0221837424 * r0.w;
  o0.w = 0.00392156886 * r0.w;
  r0.w = r1.w * r1.w;
  o0.xyz = r1.xyz / r0.www;
  r1.xy = min(float2(1,1), abs(r0.xy));
  r1.xy = float2(1,1) + -r1.xy;
  r1.xy = max(float2(1.53787005e-005,1.53787005e-005), r1.xy);
  r1.xy = sqrt(r1.xy);
  r0.xy = cmp(r0.xy >= float2(0,0));
  r0.z = cmp(0 < r0.z);
  o2.w = r0.z ? 0.752941191 : 0.501960814;
  r0.xy = r0.xy ? float2(1,1) : float2(-1,-1);
  r0.xy = r0.xy * r1.xy;
  o1.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
  o1.w = g_MaterialPS.fs_specular_params.z;
  
  //o1 = 0;
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Sat Jul 02 08:53:23 2016
//
//
// Buffer Definitions: 
//
// 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 DEFUNCT_fs_lego_brdf_fudge;// Offset:  432
//
//   } g_MaterialPS;                    // Offset:    0 Size:   448
//
// }
//
// cbuffer g_LightsPS_CB
// {
//
//   struct LightsPS
//   {
//       
//       float4 fs_lightColor0;         // Offset:    0
//       float4 fs_lightColor1;         // Offset:   16
//       float4 fs_lightDirection0;     // Offset:   32
//       float4 fs_lightDirection1;     // Offset:   48
//       float4 fs_ReflectionTintDesatFactor;// Offset:   64
//
//   } g_LightsPS;                      // Offset:    0 Size:    80
//
// }
//
// cbuffer g_MiscGroupPS_CB
// {
//
//   struct MiscGroupPS
//   {
//       
//       float4 fs_fog_color;           // Offset:    0
//       float4 fs_liveCubemapReflectionPlane;// Offset:   16
//       float4 fs_viewMtx0;            // Offset:   32
//       float4 fs_viewMtx1;            // Offset:   48
//       float4 fs_viewMtx2;            // Offset:   64
//       float4 fs_exposure;            // Offset:   80
//       float4 fs_screenSize;          // Offset:   96
//       float4 fs_time;                // Offset:  112
//       float4 fs_exposure2;           // Offset:  128
//       float4 fs_defunct_0;           // Offset:  144
//       float4 fs_fog_tex_params;      // Offset:  160
//       float4 fs_defunct_2;           // Offset:  176
//       float4 fs_defunct_3;           // 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
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// sceneEnvmap_samplerCube_ss        sampler      NA          NA    3        1
// layer0_sampler_ss                 sampler      NA          NA    4        1
// surface_sampler_ss                sampler      NA          NA    5        1
// sceneEnvmap_samplerCube           texture  float4        cube    3        1
// layer0_sampler                    texture  float4          2d    4        1
// surface_sampler                   texture  float4          2d    5        1
// g_MaterialPS_CB                   cbuffer      NA          NA    0        1
// g_LightsPS_CB                     cbuffer      NA          NA    1        1
// g_MiscGroupPS_CB                  cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyz         1     NONE   float   xyz 
// TEXCOORD                 1   xyz         2     NONE   float   xyz 
// TEXCOORD                 2   xyz         3     NONE   float   xyz 
// TEXCOORD                 3   xyz         4     NONE   float   xyz 
// TEXCOORD                 4   xyz         5     NONE   float   xyz 
// TEXCOORD                 5   xy          6     NONE   float   xy  
// COLOR                    0   xyz         7     NONE   float   xyz 
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
// SV_Target                2   xyzw        2   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[21], immediateIndexed
dcl_constantbuffer cb1[5], immediateIndexed
dcl_constantbuffer cb2[6], immediateIndexed
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_resource_texturecube (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xy
dcl_input_ps linear v7.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 5
dp3 r0.x, v5.xyzx, v5.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v5.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, v6.xyxx, t5.yzwx, s5
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, cb0[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, v4.xyzx, v4.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v4.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, -v2.xyzx, -v2.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, -v2.xyzx
dp3 r0.w, r0.xyzx, r1.xyzx
add r1.w, r0.w, r0.w
mov_sat r0.w, r0.w
mad r1.xyz, r0.xyzx, -r1.wwww, r1.xyzx
mul r2.xyz, -r1.yyyy, cb2[3].xyzx
mad r2.xyz, -r1.xxxx, cb2[2].xyzx, r2.xyzx
mad r2.xyz, -r1.zzzz, cb2[4].xyzx, r2.xyzx
mul r1.w, cb0[6].z, l(9.000000)
sample_l_indexable(texturecube)(float,float,float,float) r2.xyz, r2.xyzx, t3.xyzw, s3, r1.w
mul r2.xyz, r2.xyzx, r2.xyzx
mul r2.xyz, r2.xyzx, cb1[4].xyzx
mul r2.xyz, r2.xyzx, r2.xyzx
add r1.w, -r0.w, l(1.000000)
log r1.w, r1.w
mul r1.w, r1.w, l(6.300000)
exp r1.w, r1.w
add r2.w, -cb0[11].y, l(1.000000)
mul r1.w, r1.w, r2.w
mul r0.w, r0.w, r1.w
mad r0.w, r0.w, l(7.500000), cb0[11].y
mad r1.w, -cb0[6].z, l(0.700000), l(1.000000)
mul r2.w, r0.w, r1.w
mad r0.w, -r0.w, r1.w, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r3.xyz, v6.xyxx, t4.xyzw, s4
dp3 r1.w, r3.xyzx, l(0.333000, 0.333000, 0.333000, 0.000000)
mul r3.xyz, r3.xyzx, cb0[0].xyzx
mul r3.xyz, r3.xyzx, v7.xyzx
mul r3.xyz, r3.xyzx, r3.xyzx
mul_sat r1.w, r2.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
add r2.w, -cb0[20].y, l(1.000000)
mad r0.w, r2.w, r0.w, cb0[20].y
mad r2.xyz, r3.xyzx, r0.wwww, r2.xyzx
dp3 r0.w, -r1.xyzx, cb1[3].xyzx
dp3 r1.x, -r1.xyzx, cb1[2].xyzx
max r1.x, r1.x, l(1.000000012E-007)
log r1.x, r1.x
mul r1.x, r1.x, cb0[6].x
exp r1.x, r1.x
mul r1.x, r1.x, cb0[6].w
max r0.w, r0.w, l(1.000000012E-007)
log r0.w, r0.w
mul r0.w, r0.w, cb0[6].x
exp r0.w, r0.w
mul r0.w, r0.w, cb0[6].w
dp3_sat r1.y, cb1[3].xyzx, r0.xyzx
mul r1.z, r1.y, cb1[4].w
mul r0.w, r0.w, r1.z
mul r3.xyz, r0.wwww, cb1[1].xyzx
dp3_sat r0.w, cb1[2].xyzx, r0.xyzx
mul r1.z, r0.w, cb1[4].w
mad r4.xyz, cb1[0].xyzx, r0.wwww, v1.xyzx
mad r4.xyz, cb1[1].xyzx, r1.yyyy, r4.xyzx
mul r0.w, r1.z, r1.x
mad r1.xyz, cb1[0].xyzx, r0.wwww, r3.xyzx
mul r1.xyz, r1.xyzx, r1.wwww
mov o1.z, r1.w
mad r1.xyz, r2.xyzx, r4.xyzx, r1.xyzx
sqrt o2.xyz, r2.xyzx
mul r1.xyz, r1.xyzx, cb2[5].yyyy
max r0.w, r1.y, r1.x
max r0.w, r1.z, r0.w
max r0.w, r0.w, l(0.000010)
sqrt r0.w, r0.w
mul r0.w, r0.w, l(45.078056)
round_pi r0.w, r0.w
mul r1.w, r0.w, l(0.0221837424)
mul o0.w, r0.w, l(0.00392156886)
mul r0.w, r1.w, r1.w
div o0.xyz, r1.xyzx, r0.wwww
min r1.xy, |r0.xyxx|, l(1.000000, 1.000000, 0.000000, 0.000000)
add r1.xy, -r1.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
max r1.xy, r1.xyxx, l(0.0000153787005, 0.0000153787005, 0.000000, 0.000000)
sqrt r1.xy, r1.xyxx
ge r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.z, l(0.000000), r0.z
movc o2.w, r0.z, l(0.752941191), l(0.501960814)
movc r0.xy, r0.xyxx, l(1.000000,1.000000,0,0), l(-1.000000,-1.000000,0,0)
mul r0.xy, r1.xyxx, r0.xyxx
mad o1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mov o1.w, cb0[6].z
ret 
// Approximately 106 instruction slots used

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