// Decals PS


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_BlobShadows_FS_CB : register(b0)
{

  struct
  {
    float4 Params;
    float4 projParams;
  } g_BlobShadows_FS : packoffset(c0);

}

SamplerState depth_tex_ss_s : register(s0);
SamplerState g_NormalsTex_ss_s : register(s2);
SamplerState blobShadow_tex_ss_s : register(s9);
Texture2D<float4> depth_tex : register(t0);
Texture2D<float4> g_NormalsTex : register(t2);
Texture2D<float4> blobShadow_tex : 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 : COLOR0,
  float4 v3 : TEXCOORD1,
  float4 v4 : TEXCOORD2,
  float4 v5 : TEXCOORD3,
  float4 v6 : TEXCOORD4,
  float4 v7 : TEXCOORD5,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v1.zw * float2(2,-2) + float2(-1,1);
  r0.xy = -g_BlobShadows_FS.projParams.xy + r0.xy;
  r0.xy = g_BlobShadows_FS.Params.xy * r0.xy;
  r0.z = depth_tex.SampleLevel(depth_tex_ss_s, v1.xy, 0).x;
  r0.z = -r0.z * g_BlobShadows_FS.projParams.w + 1;
  r1.z = g_BlobShadows_FS.projParams.z / r0.z;
  r1.y = r1.z * r0.y;
  r1.x = r0.x * r1.z + g_BlobShadows_FS.Params.z;
  r0.xyz = -v3.xyz + r1.xyz;
  r1.xyz = v5.xyz * r0.yyy;
  
  float4 stereo = StereoParams.Load(0);
  //r0.x -= stereo.x * (r0.z - stereo.y) * g_CameraVS.vs_inverse_projection_xy.x;
  
  r0.xyw = r0.xxx * v4.xyz + r1.xyz;
  r0.xyz = r0.zzz * v6.xyz + r0.xyw;
  r1.x = cmp(r0.y < 0);
  r1.y = v4.w * r0.y;
  r0.y = r0.y + r0.y;
  r0.w = r1.x ? r1.y : r0.y;
  r1.xyz = v3.www * r0.xwz;
  r0.xy = v3.ww * r0.xz;
  r0.xy = -r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
  r0.xyzw = blobShadow_tex.Sample(blobShadow_tex_ss_s, r0.xy).xyzw;
  r1.x = dot(r1.xz, r1.xz);
  r1.y = saturate(-abs(r1.y) * 2 + 2);
  r1.x = sqrt(r1.x);
  r1.x = cmp(r1.x < 1);
  r1.x = r1.x ? v2.w : 0;
  r2.xyz = r0.xyz * r0.xyz;
  r2.xyz = r2.xyz * r2.xyz;
  r2.xyz = r2.xyz * r0.xyz;
  r0.xyz = r2.xyz * float3(0.5,0.5,0.5) + r0.xyz;
  r1.zw = g_NormalsTex.Sample(g_NormalsTex_ss_s, v1.xy).xy;
  r1.zw = r1.zw * float2(2,2) + float2(-1,-1);
  r2.xy = -r1.zw * r1.zw + float2(1,1);
  r1.zw = cmp(float2(0,0) < r1.zw);
  r2.xy = r1.zw ? r2.xy : -r2.xy;
  r1.z = dot(-r2.xy, r2.xy);
  r1.z = 1 + r1.z;
  r1.w = sqrt(r1.z);
  r1.z = cmp(0 < r1.z);
  r1.w = -r1.w;
  r2.z = r1.z ? r1.w : 0;
  r1.z = dot(r2.xyz, v7.xyz);
  r1.w = r1.z * r1.z;
  r2.w = saturate(r1.w * r1.z);
  r2.xyz = v2.xyz;
  r0.xyzw = r2.xyzw * r0.xyzw;
  r0.w = r0.w * r1.x;
  o0.xyz = r0.xyz;
  o0.w = r0.w * r1.y;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.39 on Fri Jul 01 17:17:17 2016
//
//
// Buffer Definitions: 
//
// cbuffer g_BlobShadows_FS_CB
// {
//
//   struct BlobShadows_FS
//   {
//       
//       float4 Params;                 // Offset:    0
//       float4 projParams;             // Offset:   16
//
//   } g_BlobShadows_FS;                // Offset:    0 Size:    32
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// depth_tex_ss                      sampler      NA          NA    0        1
// g_NormalsTex_ss                   sampler      NA          NA    2        1
// blobShadow_tex_ss                 sampler      NA          NA    9        1
// depth_tex                         texture  float4          2d    0        1
// g_NormalsTex                      texture  float4          2d    2        1
// blobShadow_tex                    texture  float4          2d    9        1
// g_BlobShadows_FS_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
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
// TEXCOORD                 3   xyzw        5     NONE   float   xyz 
// TEXCOORD                 4   xyzw        6     NONE   float   xyz 
// TEXCOORD                 5   xyzw        7     NONE   float   xyz 
//
//
// 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[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s2, 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) t9
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyz
dcl_output o0.xyzw
dcl_temps 3
mad r0.xy, v1.zwzz, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
add r0.xy, r0.xyxx, -cb0[1].xyxx
mul r0.xy, r0.xyxx, cb0[0].xyxx
sample_l_indexable(texture2d)(float,float,float,float) r0.z, v1.xyxx, t0.yzxw, s0, l(0.000000)
mad r0.z, -r0.z, cb0[1].w, l(1.000000)
div r1.z, cb0[1].z, r0.z
mul r1.y, r0.y, r1.z
mad r1.x, r0.x, r1.z, cb0[0].z
add r0.xyz, r1.xyzx, -v3.xyzx
mul r1.xyz, r0.yyyy, v5.xyzx
mad r0.xyw, r0.xxxx, v4.xyxz, r1.xyxz
mad r0.xyz, r0.zzzz, v6.xyzx, r0.xywx
lt r1.x, r0.y, l(0.000000)
mul r1.y, r0.y, v4.w
add r0.y, r0.y, r0.y
movc r0.w, r1.x, r1.y, r0.y
mul r1.xyz, r0.xwzx, v3.wwww
mul r0.xy, r0.xzxx, v3.wwww
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.xyzw, r0.xyxx, t9.xyzw, s9
dp2 r1.x, r1.xzxx, r1.xzxx
mad_sat r1.y, -|r1.y|, l(2.000000), l(2.000000)
sqrt r1.x, r1.x
lt r1.x, r1.x, l(1.000000)
and r1.x, r1.x, v2.w
mul r2.xyz, r0.xyzx, r0.xyzx
mul r2.xyz, r2.xyzx, r2.xyzx
mul r2.xyz, r0.xyzx, r2.xyzx
mad r0.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.zw, v1.xyxx, t2.zwxy, s2
mad r1.zw, r1.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mad r2.xy, -r1.zwzz, r1.zwzz, l(1.000000, 1.000000, 0.000000, 0.000000)
lt r1.zw, l(0.000000, 0.000000, 0.000000, 0.000000), r1.zzzw
movc r2.xy, r1.zwzz, r2.xyxx, -r2.xyxx
dp2 r1.z, -r2.xyxx, r2.xyxx
add r1.z, r1.z, l(1.000000)
sqrt r1.w, r1.z
lt r1.z, l(0.000000), r1.z
mov r1.w, -r1.w
and r2.z, r1.w, r1.z
dp3 r1.z, r2.xyzx, v7.xyzx
mul r1.w, r1.z, r1.z
mul_sat r2.w, r1.z, r1.w
mov r2.xyz, v2.xyzx
mul r0.xyzw, r0.xyzw, r2.xyzw
mul r0.w, r1.x, r0.w
mov o0.xyz, r0.xyzx
mul o0.w, r1.y, r0.w
ret 
// Approximately 49 instruction slots used

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