// Halo

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float3 CameraWorldPos : packoffset(c4);
  float4 PrimitiveDynamicData : packoffset(c5);
  float4 UniformPixelVector_0 : packoffset(c6);
  float4 UniformPixelVector_1 : packoffset(c7);
  float4 UniformPixelScalars_0 : packoffset(c8);
  float4 UniformPixelScalars_1 : packoffset(c9);
  float3 LightingChannelsAndModel : packoffset(c10);
  float3 UpperSkyColor : packoffset(c11);
  float3 LowerSkyColor : packoffset(c12);
  bool bEnableSkyLight : packoffset(c12.w);
  float4 AmbientColorAndSkyFactor : packoffset(c13);
  float EnvironmentReflectionFactor : packoffset(c14);
}

cbuffer VSOffsetConstants : register(b1)
{
  float4x4 ViewProjectionMatrix : packoffset(c0);
  float4x4 ViewProjectionMatrixNoTemporal : packoffset(c4);
  float4 CameraPositionVS : packoffset(c8);
  float4 PreViewTranslation : packoffset(c9);
}

cbuffer PSOffsetConstants : register(b2)
{
  float4 ScreenPositionScaleBias : packoffset(c0);
  float4 MinZ_MaxZRatio : packoffset(c1);
  float NvStereoEnabled : packoffset(c2);
  float MetallicOverrideParameter : packoffset(c2.y);
  float4 DiffuseOverrideParameter : packoffset(c3);
  float4 SpecularOverrideParameter : packoffset(c4);
  float4 CameraPositionPS : packoffset(c5);
  float4 ScreenAndTexelSize : packoffset(c6);
  float4 ViewClampRect : packoffset(c7);
  float2 ProjectionInvScale : packoffset(c8);
  float4x4 ViewProjectionMatrixPS : packoffset(c9);
  float2 SceneColorExponentBias : packoffset(c13);
}

SamplerState SceneDepthTextureSampler_s : register(s2);
Texture2D<float4> SceneDepthTexture : register(t1);


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


void main( 
  float4 v0 : TEXCOORD10,
  float4 v1 : TEXCOORD11,
  float4 v2 : COLOR0,
  float4 v3 : TEXCOORD4,
  float4 v4 : TEXCOORD5,
  uint v5 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = ViewProjectionMatrix._m01_m11_m31 * v4.yyy;
  r0.xyz = ViewProjectionMatrix._m00_m10_m30 * v4.xxx + r0.xyz;
  r0.xyz = ViewProjectionMatrix._m02_m12_m32 * v4.zzz + r0.xyz;
  r0.xyz = ViewProjectionMatrix._m03_m13_m33 * v4.www + r0.xyz;
  
  //Fix Halo
  float4 stereo = StereoParams.Load(0);
  r0.x += stereo.x * (r0.z - stereo.y);  
  
  r0.xy = r0.xy / r0.zz;
  r0.xy = r0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r0.x = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.xy, 0).x;
  r0.x = max(0.00100000994, r0.x);
  r0.x = r0.x * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.x = 1 / r0.x;
  r0.x = r0.z + -r0.x;
  r0.y = saturate(UniformPixelScalars_1.x * r0.z);
  r0.x = r0.x / UniformPixelScalars_0.y;
  r0.x = UniformPixelScalars_0.z + r0.x;
  r0.x = max(9.99999997e-007, abs(r0.x));
  r0.x = log2(r0.x);
  r0.x = UniformPixelScalars_0.w * r0.x;
  r0.x = exp2(r0.x);
  r0.x = min(1, r0.x);
  r0.x = r0.x * r0.y;
  o0.w = PrimitiveDynamicData.w * r0.x;
  r0.x = exp2(UniformPixelVector_1.w);
  r0.xyz = r0.xxx * UniformPixelVector_1.xyz + UniformPixelVector_0.xyz;
  r0.xyz = SceneColorExponentBias.xxx * r0.xyz;
  o0.xyz = r0.xyz * v3.www + v3.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Wed Jun 07 23:02:32 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12 [unused]
//   float4 PrimitiveDynamicData;       // Offset:   80 Size:    16
//   float4 UniformPixelVector_0;       // Offset:   96 Size:    16
//   float4 UniformPixelVector_1;       // Offset:  112 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  128 Size:    16
//   float4 UniformPixelScalars_1;      // Offset:  144 Size:    16
//   float3 LightingChannelsAndModel;   // Offset:  160 Size:    12 [unused]
//   float3 UpperSkyColor;              // Offset:  176 Size:    12 [unused]
//   float3 LowerSkyColor;              // Offset:  192 Size:    12 [unused]
//   bool bEnableSkyLight;              // Offset:  204 Size:     4 [unused]
//   float4 AmbientColorAndSkyFactor;   // Offset:  208 Size:    16 [unused]
//   float EnvironmentReflectionFactor; // Offset:  224 Size:     4 [unused]
//
// }
//
// cbuffer VSOffsetConstants
// {
//
//   float4x4 ViewProjectionMatrix;     // Offset:    0 Size:    64
//   float4x4 ViewProjectionMatrixNoTemporal;// Offset:   64 Size:    64 [unused]
//   float4 CameraPositionVS;           // Offset:  128 Size:    16 [unused]
//   float4 PreViewTranslation;         // Offset:  144 Size:    16 [unused]
//
// }
//
// cbuffer PSOffsetConstants
// {
//
//   float4 ScreenPositionScaleBias;    // Offset:    0 Size:    16
//   float4 MinZ_MaxZRatio;             // Offset:   16 Size:    16
//   float NvStereoEnabled;             // Offset:   32 Size:     4 [unused]
//   float MetallicOverrideParameter;   // Offset:   36 Size:     4 [unused]
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16 [unused]
//   float4 SpecularOverrideParameter;  // Offset:   64 Size:    16 [unused]
//   float4 CameraPositionPS;           // Offset:   80 Size:    16 [unused]
//   float4 ScreenAndTexelSize;         // Offset:   96 Size:    16 [unused]
//   float4 ViewClampRect;              // Offset:  112 Size:    16 [unused]
//   float2 ProjectionInvScale;         // Offset:  128 Size:     8 [unused]
//   float4x4 ViewProjectionMatrixPS;   // Offset:  144 Size:    64 [unused]
//   float2 SceneColorExponentBias;     // Offset:  208 Size:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneDepthTextureSampler          sampler      NA          NA    2        1
// SceneDepthTexture                 texture  float4          2d    1        1
// $Globals                          cbuffer      NA          NA    0        1
// VSOffsetConstants                 cbuffer      NA          NA    1        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyz         0     NONE   float       
// TEXCOORD                11   xyzw        1     NONE   float       
// COLOR                    0   xyzw        2     NONE   float       
// TEXCOORD                 4   xyzw        3     NONE   float   xyzw
// TEXCOORD                 5   xyzw        4     NONE   float   xyzw
// SV_IsFrontFace           0   x           5    FFACE    uint       
//
//
// 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[10], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 1
mul r0.xyz, v4.yyyy, cb1[1].xywx
mad r0.xyz, cb1[0].xywx, v4.xxxx, r0.xyzx
mad r0.xyz, cb1[2].xywx, v4.zzzz, r0.xyzx
mad r0.xyz, cb1[3].xywx, v4.wwww, r0.xyzx
div r0.xy, r0.xyxx, r0.zzzz
mad r0.xy, r0.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s2, l(0.000000)
max r0.x, r0.x, l(0.00100000994)
mad r0.x, r0.x, cb2[1].z, -cb2[1].w
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
add r0.x, -r0.x, r0.z
mul_sat r0.y, r0.z, cb0[9].x
div r0.x, r0.x, cb0[8].y
add r0.x, r0.x, cb0[8].z
max r0.x, |r0.x|, l(0.000001)
log r0.x, r0.x
mul r0.x, r0.x, cb0[8].w
exp r0.x, r0.x
min r0.x, r0.x, l(1.000000)
mul r0.x, r0.y, r0.x
mul o0.w, r0.x, cb0[5].w
exp r0.x, cb0[7].w
mad r0.xyz, r0.xxxx, cb0[7].xyzx, cb0[6].xyzx
mul r0.xyz, r0.xyzx, cb2[13].xxxx
mad o0.xyz, r0.xyzx, v3.wwww, v3.xyzx
ret 
// Approximately 26 instruction slots used

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