// DLC - Decals
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[122];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[13];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
#include "matrix.hlsl"

void main( 
  float4 v0 : SV_Position0,
  uint v1 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0,
  out float4 o2 : SV_Target2,
  out float4 o3 : SV_Target3)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[1].xyzw * v0.yyyy;
  r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;
  
  r1.xy = cb1[116].zw * v0.xy;
  r1.x = t2.SampleLevel(s2_s, r1.xy, 0).x;
  
  r0.xyzw = r1.xxxx * cb0[2].xyzw + r0.xyzw;
  r0.xyzw = cb0[3].xyzw + r0.xyzw;
  r0.xyz = r0.xyz / r0.www;
  
  float4 s = StereoParams.Load(0);
matrix m = MATRIX(cb0, 0);
matrix im = inverse(m);
float4 t = mul(float4(r0.xyz, 1), im);
t.x -= s.x * (t.w - s.y) * cb1[116].x / 2;
r0.xyz = mul(t, m);
  
  r1.yzw = float3(1,1,1) + r0.xyz;
  r1.yzw = cmp(r1.yzw < float3(0,0,0));
  r0.w = (int)r1.z | (int)r1.y;
  r0.w = (int)r1.w | (int)r0.w;
  if (r0.w != 0) discard;
  r1.yzw = float3(1,1,1) + -r0.xyz;
  r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
  r1.yzw = cmp(r1.yzw < float3(0,0,0));
  r0.w = (int)r1.z | (int)r1.y;
  r0.w = (int)r1.w | (int)r0.w;
  if (r0.w != 0) discard;
  r1.yzw = cb1[37].xyw * v0.yyy;
  r1.yzw = v0.xxx * cb1[36].xyw + r1.yzw;
  r1.xyz = r1.xxx * cb1[38].xyw + r1.yzw;
  r1.xyz = cb1[39].xyw + r1.xyz;
  r1.xy = r1.xy / r1.zz;
  r1.xy = -cb1[56].xy + r1.xy;
  r1.xy = float2(0.00499999989,0.00499999989) * r1.xy;
  r0.w = t1.Sample(s1_s, r1.xy).x;
  r0.y = t0.Sample(s0_s, r0.zy).x;
  r0.x = r0.x * 2 + -1;
  r0.x = saturate(-abs(r0.x) * 4 + 4);
  r0.z = r0.w + -r0.y;
  r0.z = 1 / r0.z;
  r0.y = saturate(-r0.y * r0.z);
  r0.z = r0.y * -2 + 3;
  r0.y = r0.y * r0.y;
  r0.w = r0.z * r0.y;
  r0.y = -r0.z * r0.y + 1;
  r0.y = max(0, r0.y);
  o2.z = r0.y * cb1[121].y + cb1[121].x;
  r0.y = saturate(cb0[12].y * r0.w);
  r1.xyz = cb2[3].xyz * r0.www;
  o3.xyz = saturate(float3(0.0083999997,0.0102310004,0.0199999996) * r1.xyz);
  r0.x = r0.y * r0.x;
  r0.x = cb0[12].x * r0.x;
  o0.w = r0.x;
  o0.xyz = max(float3(0,0,0), cb2[2].xyz);
  o2.w = r0.x;
  o3.w = r0.x;
  o2.xy = float2(0,0.5);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.57 on Fri Jul 07 21:56:13 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy  
// SV_IsFrontFace           0   x           1    FFACE    uint       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                2   xyzw        2   TARGET   float   xyzw
// SV_Target                3   xyzw        3   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[122], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
mul r1.xy, v0.xyxx, cb1[116].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t2.xyzw, s2, l(0.000000)
mad r0.xyzw, r1.xxxx, cb0[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r1.yzw, r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.z, r1.y
or r0.w, r1.w, r0.w
discard_nz r0.w
add r1.yzw, -r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.z, r1.y
or r0.w, r1.w, r0.w
discard_nz r0.w
mul r1.yzw, v0.yyyy, cb1[37].xxyw
mad r1.yzw, v0.xxxx, cb1[36].xxyw, r1.yyzw
mad r1.xyz, r1.xxxx, cb1[38].xywx, r1.yzwy
add r1.xyz, r1.xyzx, cb1[39].xywx
div r1.xy, r1.xyxx, r1.zzzz
add r1.xy, r1.xyxx, -cb1[56].xyxx
mul r1.xy, r1.xyxx, l(0.005000, 0.005000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t1.yzwx, s1
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.zyzz, t0.yxzw, s0
mad r0.x, r0.x, l(2.000000), l(-1.000000)
mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000)
add r0.z, -r0.y, r0.w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mul_sat r0.y, r0.z, -r0.y
mad r0.z, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mul r0.w, r0.y, r0.z
mad r0.y, -r0.z, r0.y, l(1.000000)
max r0.y, r0.y, l(0.000000)
mad o2.z, r0.y, cb1[121].y, cb1[121].x
mul_sat r0.y, r0.w, cb0[12].y
mul r1.xyz, r0.wwww, cb2[3].xyzx
mul_sat o3.xyz, r1.xyzx, l(0.008400, 0.010231, 0.020000, 0.000000)
mul r0.x, r0.x, r0.y
mul r0.x, r0.x, cb0[12].x
mov o0.w, r0.x
max o0.xyz, cb2[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o2.w, r0.x
mov o3.w, r0.x
mov o2.xy, l(0,0.500000,0,0)
ret 
// Approximately 0 instruction slots used

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