// Water Cascade

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float TwoSidedSign : packoffset(c4);
  float3 CameraWorldPos : packoffset(c4.y);
  float OcclusionPercentage : packoffset(c5);
  float4 UniformPixelVector_0 : packoffset(c6);
  float4 UniformPixelVector_1 : packoffset(c7);
  float4 UniformPixelVector_2 : packoffset(c8);
  float4 UniformPixelVector_3 : packoffset(c9);
  float4 UniformPixelScalars_0 : packoffset(c10);
  float4 UniformPixelScalars_1 : packoffset(c11);
  float4 UniformPixelScalars_2 : packoffset(c12);
  float4 UniformPixelScalars_3 : packoffset(c13);
  float4 CameraWorldPosition : packoffset(c14);
  float4 CameraRight : packoffset(c15);
  float4 CameraUp : packoffset(c16);
  float4 ScreenAlignment : packoffset(c17);
  float NormalsType : packoffset(c18);
  float4 NormalsSphereCenter : packoffset(c19);
  float4 NormalsCylinderUnitDirection : packoffset(c20);
  float2 RotationCenter : packoffset(c21);
  float AxisRotationVectorSourceIndex : packoffset(c21.z);
  float4 AxisRotationVectors[2] : packoffset(c22);
  float4 ParticleUpRightResultScalars : packoffset(c24);
  float3 FakeCameraDirection : packoffset(c25);
  float3 LightingChannelsAndModel : packoffset(c26);
  float4 ShadowMapAtlasSize : packoffset(c27);
  float2 InvClusterScreenSize : packoffset(c28);
  float3 ReflectionShadowPlane : packoffset(c29);
  float2 ReflectionInvBufferSize : packoffset(c30);
  bool bShowLightComplexity : packoffset(c30.z);
  bool4 bClusteredForwardRenderingOptions : packoffset(c31);
  float4 WorldIncidentLighting[3] : packoffset(c32);
  float3 UpperSkyColor : packoffset(c35);
  float3 LowerSkyColor : packoffset(c36);
  bool bEnableSHLight : packoffset(c36.w);
  bool bEnableSkyLight : packoffset(c37);
  bool bEnableDominantDirectionalLight : packoffset(c37.y);
  bool2 bEnableReflections : packoffset(c37.z);
  float4 LightPositionAndInvRadius : packoffset(c38);
  float4 LightColorAndFalloffExponent : packoffset(c39);
  float3 DominantDirectionalLightDirection : packoffset(c40);
  float4 DominantDirectionalLightColor : packoffset(c41);
  uint3 LightingChannelsInt : packoffset(c42);
  float4 AmbientColorAndSkyFactor : packoffset(c43);
  float EnvironmentReflectionFactor : packoffset(c44);
}

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);
SamplerState PixelTexture2D_0Sampler_s : register(s3);
SamplerState PixelTexture2D_1Sampler_s : register(s4);
Texture2D<float4> SceneDepthTexture : register(t9);
Texture2D<float4> PixelTexture2D_0 : register(t10);
Texture2D<float4> PixelTexture2D_1 : register(t11);


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


void main( 
  float4 v0 : TEXCOORD10,
  float4 v1 : TEXCOORD11,
  float4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD1,
  float4 v4 : TEXCOORD4,
  float4 v5 : TEXCOORD5,
  float4 v6 : SV_Position0,
  uint v7 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v1.xyz, v1.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = v1.xyz * r0.xxx;
  r0.w = dot(v0.xyz, v0.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = v0.xyz * r0.www;
  r2.xyz = r1.yzx * r0.zxy;
  r2.xyz = r0.yzx * r1.zxy + -r2.xyz;
  r2.xyz = v1.www * r2.xyz;
  r3.xyz = ViewProjectionMatrix._m01_m11_m31 * v5.yyy;
  r3.xyz = ViewProjectionMatrix._m00_m10_m30 * v5.xxx + r3.xyz;
  r3.xyz = ViewProjectionMatrix._m02_m12_m32 * v5.zzz + r3.xyz;
  r3.xyz = ViewProjectionMatrix._m03_m13_m33 * v5.www + r3.xyz;
  
  //Fix Halo
  float4 stereo = StereoParams.Load(0);
  r3.x += stereo.x * (r3.z - stereo.y);  
  
  r4.xy = v2.xy * UniformPixelVector_1.xy + UniformPixelVector_2.xy;
  r4.xyz = PixelTexture2D_0.SampleBias(PixelTexture2D_0Sampler_s, r4.xy, 0).xyz;
  r4.xyzw = r4.xyzx * float4(2,2,2,2) + float4(-1,-1,-1,-2);
  r5.xy = UniformPixelScalars_2.yy * r4.xy;
  r5.z = r4.z;
  r0.w = dot(r5.xyz, r5.xyz);
  r0.w = rsqrt(r0.w);
  r5.xyz = r5.xyz * r0.www;
  r0.w = v7.x ? 1 : -1;
  r0.w = TwoSidedSign * r0.w;
  r1.x = dot(r1.xyz, r5.xyz);
  r1.y = dot(r2.xyz, r5.xyz);
  r1.z = dot(r0.xyz, r5.xyz);
  r0.x = dot(r1.xyz, r1.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = r1.xyz * r0.xxx;
  r1.xyz = float3(1,1,1) + -UniformPixelVector_0.xyz;
  r1.w = PixelTexture2D_1.SampleBias(PixelTexture2D_1Sampler_s, v2.xy, 0).w;
  r1.w = r1.w * r4.x;
  r1.w = UniformPixelScalars_2.z * r1.w;
  r1.w = r1.w * r4.w + 1;
  r2.xy = v2.xy * r1.ww;
  r1.w = PixelTexture2D_1.SampleBias(PixelTexture2D_1Sampler_s, r2.xy, 0).x;
  r2.xyz = UniformPixelVector_3.xyz * r1.www;
  r1.xyz = r2.xyz * r1.xyz;
  r0.xyz = r0.xyz * r0.www;
  if (bEnableSkyLight != 0) {
    r2.xyz = float3(0.318309873,0.318309873,0.318309873) * r1.xyz;
    r4.xy = r0.zz * float2(0.5,-0.5) + float2(0.5,0.5);
    r4.xy = r4.xy * r4.xy;
    r4.xzw = r4.xxx * r2.xyz;
    r2.xyz = r4.yyy * r2.xyz;
    r2.xyz = LowerSkyColor.xyz * r2.xyz;
    r2.xyz = r4.xzw * UpperSkyColor.xyz + r2.xyz;
    r2.xyz = AmbientColorAndSkyFactor.www * r2.xyz;
  } else {
    r2.xyz = float3(0,0,0);
  }
  r4.xyz = float3(0.318309873,0.318309873,0.318309873) * r1.xyz;
  r5.yzw = float3(-1.02332771,1.02332771,-1.02332771) * r0.yzx;
  r5.x = 0.886227548;
  r6.x = dot(WorldIncidentLighting[0].xyzw, r5.xyzw);
  r6.y = dot(WorldIncidentLighting[1].xyzw, r5.xyzw);
  r6.z = dot(WorldIncidentLighting[2].xyzw, r5.xyzw);
  r5.xyz = max(float3(0,0,0), r6.xyz);
  r6.x = 0.886226952 * WorldIncidentLighting[0].x;
  r6.y = 0.886226952 * WorldIncidentLighting[1].x;
  r6.z = 0.886226952 * WorldIncidentLighting[2].x;
  r6.xyz = max(float3(0,0,0), r6.xyz);
  r6.xyz = r6.xyz * r4.xyz;
  r5.xyz = r4.xyz * r5.xyz + r6.xyz;
  r5.xyz = r5.xyz + r2.xyz;
  r2.xyz = bEnableSHLight ? r5.xyz : r2.xyz;
  r0.w = saturate(dot(r0.xyz, LightPositionAndInvRadius.xyz));
  r5.xyz = r4.xyz * r0.www;
  r2.xyz = r5.xyz * LightColorAndFalloffExponent.xyz + r2.xyz;
  r0.w = bEnableSkyLight ? DominantDirectionalLightColor.w : 0;
  r1.xyz = r1.xyz * AmbientColorAndSkyFactor.xyz + r2.xyz;
  r0.x = saturate(dot(r0.xyz, DominantDirectionalLightDirection.xyz));
  r0.xyz = r4.xyz * r0.xxx;
  r0.xyz = r0.xyz * r0.www;
  r0.xyz = r0.xyz * DominantDirectionalLightColor.xyz + r1.xyz;
  r1.xyz = SceneColorExponentBias.xxx * UniformPixelVector_0.xyz;
  r0.xyz = r0.xyz * SceneColorExponentBias.xxx + r1.xyz;
  r0.w = max(9.99999997e-007, abs(r1.w));
  r0.w = log2(r0.w);
  r0.w = UniformPixelScalars_3.y * r0.w;
  r0.w = exp2(r0.w);
  r0.w = saturate(UniformPixelScalars_3.z * r0.w);
  r1.xy = r3.xy / r3.zz;
  r1.xy = r1.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r1.x = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r1.xy, 0).x;
  r1.x = max(0.00100000994, r1.x);
  r1.x = r1.x * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r1.x = 1 / r1.x;
  r1.x = r1.x + -r3.z;
  r1.x = saturate(0.0133333337 * r1.x);
  o0.w = r1.x * r0.w;
  o0.xyz = r0.xyz * v4.www + v4.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Tue Jun 06 18:53:30 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float TwoSidedSign;                // Offset:   64 Size:     4
//   float3 CameraWorldPos;             // Offset:   68 Size:    12 [unused]
//   float OcclusionPercentage;         // Offset:   80 Size:     4 [unused]
//   float4 UniformPixelVector_0;       // Offset:   96 Size:    16
//   float4 UniformPixelVector_1;       // Offset:  112 Size:    16
//   float4 UniformPixelVector_2;       // Offset:  128 Size:    16
//   float4 UniformPixelVector_3;       // Offset:  144 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  160 Size:    16 [unused]
//   float4 UniformPixelScalars_1;      // Offset:  176 Size:    16 [unused]
//   float4 UniformPixelScalars_2;      // Offset:  192 Size:    16
//   float4 UniformPixelScalars_3;      // Offset:  208 Size:    16
//   float4 CameraWorldPosition;        // Offset:  224 Size:    16 [unused]
//   float4 CameraRight;                // Offset:  240 Size:    16 [unused]
//   float4 CameraUp;                   // Offset:  256 Size:    16 [unused]
//   float4 ScreenAlignment;            // Offset:  272 Size:    16 [unused]
//   float NormalsType;                 // Offset:  288 Size:     4 [unused]
//   float4 NormalsSphereCenter;        // Offset:  304 Size:    16 [unused]
//   float4 NormalsCylinderUnitDirection;// Offset:  320 Size:    16 [unused]
//   float2 RotationCenter;             // Offset:  336 Size:     8 [unused]
//   float AxisRotationVectorSourceIndex;// Offset:  344 Size:     4 [unused]
//   float4 AxisRotationVectors[2];     // Offset:  352 Size:    32 [unused]
//   float4 ParticleUpRightResultScalars;// Offset:  384 Size:    16 [unused]
//   float3 FakeCameraDirection;        // Offset:  400 Size:    12 [unused]
//   float3 LightingChannelsAndModel;   // Offset:  416 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:  432 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:  448 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:  464 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:  480 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:  488 Size:     4 [unused]
//   bool4 bClusteredForwardRenderingOptions;// Offset:  496 Size:    16 [unused]
//   float4 WorldIncidentLighting[3];   // Offset:  512 Size:    48
//   float3 UpperSkyColor;              // Offset:  560 Size:    12
//   float3 LowerSkyColor;              // Offset:  576 Size:    12
//   bool bEnableSHLight;               // Offset:  588 Size:     4
//   bool bEnableSkyLight;              // Offset:  592 Size:     4
//   bool bEnableDominantDirectionalLight;// Offset:  596 Size:     4
//   bool2 bEnableReflections;          // Offset:  600 Size:     8 [unused]
//   float4 LightPositionAndInvRadius;  // Offset:  608 Size:    16
//   float4 LightColorAndFalloffExponent;// Offset:  624 Size:    16
//   float3 DominantDirectionalLightDirection;// Offset:  640 Size:    12
//   float4 DominantDirectionalLightColor;// Offset:  656 Size:    16
//   uint3 LightingChannelsInt;         // Offset:  672 Size:    12 [unused]
//   float4 AmbientColorAndSkyFactor;   // Offset:  688 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  704 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
// PixelTexture2D_0Sampler           sampler      NA          NA    3        1
// PixelTexture2D_1Sampler           sampler      NA          NA    4        1
// SceneDepthTexture                 texture  float4          2d    9        1
// PixelTexture2D_0                  texture  float4          2d   10        1
// PixelTexture2D_1                  texture  float4          2d   11        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   xyzw        0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy  
// TEXCOORD                 1   xyzw        3     NONE   float       
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// SV_Position              0   xyzw        6      POS   float       
// SV_IsFrontFace           0   x           7    FFACE    uint   x   
//
//
// 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[44], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_input_ps linear v0.xyz
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_input_ps_sgv v7.x, is_front_face
dcl_output o0.xyzw
dcl_temps 7
dp3 r0.x, v1.xyzx, v1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v1.xyzx
dp3 r0.w, v0.xyzx, v0.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v0.xyzx
mul r2.xyz, r0.zxyz, r1.yzxy
mad r2.xyz, r0.yzxy, r1.zxyz, -r2.xyzx
mul r2.xyz, r2.xyzx, v1.wwww
mul r3.xyz, v5.yyyy, cb1[1].xywx
mad r3.xyz, cb1[0].xywx, v5.xxxx, r3.xyzx
mad r3.xyz, cb1[2].xywx, v5.zzzz, r3.xyzx
mad r3.xyz, cb1[3].xywx, v5.wwww, r3.xyzx
mad r4.xy, v2.xyxx, cb0[7].xyxx, cb0[8].xyxx
sample_b_indexable(texture2d)(float,float,float,float) r4.xyz, r4.xyxx, t10.xyzw, s3, l(0.000000)
mad r4.xyzw, r4.xyzx, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -2.000000)
mul r5.xy, r4.xyxx, cb0[12].yyyy
mov r5.z, r4.z
dp3 r0.w, r5.xyzx, r5.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, r5.xyzx
movc r0.w, v7.x, l(1.000000), l(-1.000000)
mul r0.w, r0.w, cb0[4].x
dp3 r1.x, r1.xyzx, r5.xyzx
dp3 r1.y, r2.xyzx, r5.xyzx
dp3 r1.z, r0.xyzx, r5.xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, r1.xyzx
add r1.xyz, -cb0[6].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r1.w, v2.xyxx, t11.xyzw, s4, l(0.000000)
mul r1.w, r4.x, r1.w
mul r1.w, r1.w, cb0[12].z
mad r1.w, r1.w, r4.w, l(1.000000)
mul r2.xy, r1.wwww, v2.xyxx
sample_b_indexable(texture2d)(float,float,float,float) r1.w, r2.xyxx, t11.yzwx, s4, l(0.000000)
mul r2.xyz, r1.wwww, cb0[9].xyzx
mul r1.xyz, r1.xyzx, r2.xyzx
mul r0.xyz, r0.wwww, r0.xyzx
if_nz cb0[37].x
  mul r2.xyz, r1.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
  mad r4.xy, r0.zzzz, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  mul r4.xy, r4.xyxx, r4.xyxx
  mul r4.xzw, r2.xxyz, r4.xxxx
  mul r2.xyz, r2.xyzx, r4.yyyy
  mul r2.xyz, r2.xyzx, cb0[36].xyzx
  mad r2.xyz, r4.xzwx, cb0[35].xyzx, r2.xyzx
  mul r2.xyz, r2.xyzx, cb0[43].wwww
else 
  mov r2.xyz, l(0,0,0,0)
endif 
mul r4.xyz, r1.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
mul r5.yzw, r0.yyzx, l(0.000000, -1.02332771, 1.02332771, -1.02332771)
mov r5.x, l(0.886227548)
dp4 r6.x, cb0[32].xyzw, r5.xyzw
dp4 r6.y, cb0[33].xyzw, r5.xyzw
dp4 r6.z, cb0[34].xyzw, r5.xyzw
max r5.xyz, r6.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r6.x, cb0[32].x, l(0.886226952)
mul r6.y, cb0[33].x, l(0.886226952)
mul r6.z, cb0[34].x, l(0.886226952)
max r6.xyz, r6.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r6.xyz, r4.xyzx, r6.xyzx
mad r5.xyz, r4.xyzx, r5.xyzx, r6.xyzx
add r5.xyz, r2.xyzx, r5.xyzx
movc r2.xyz, cb0[36].wwww, r5.xyzx, r2.xyzx
dp3_sat r0.w, r0.xyzx, cb0[38].xyzx
mul r5.xyz, r0.wwww, r4.xyzx
mad r2.xyz, r5.xyzx, cb0[39].xyzx, r2.xyzx
movc r0.w, cb0[37].y, cb0[41].w, l(0)
mad r1.xyz, r1.xyzx, cb0[43].xyzx, r2.xyzx
dp3_sat r0.x, r0.xyzx, cb0[40].xyzx
mul r0.xyz, r0.xxxx, r4.xyzx
mul r0.xyz, r0.wwww, r0.xyzx
mad r0.xyz, r0.xyzx, cb0[41].xyzx, r1.xyzx
mul r1.xyz, cb0[6].xyzx, cb2[13].xxxx
mad r0.xyz, r0.xyzx, cb2[13].xxxx, r1.xyzx
max r0.w, |r1.w|, l(0.000001)
log r0.w, r0.w
mul r0.w, r0.w, cb0[13].y
exp r0.w, r0.w
mul_sat r0.w, r0.w, cb0[13].z
div r1.xy, r3.xyxx, r3.zzzz
mad r1.xy, r1.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t9.xyzw, s2, l(0.000000)
max r1.x, r1.x, l(0.00100000994)
mad r1.x, r1.x, cb2[1].z, -cb2[1].w
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
add r1.x, -r3.z, r1.x
mul_sat r1.x, r1.x, l(0.0133333337)
mul o0.w, r0.w, r1.x
mad o0.xyz, r0.xyzx, v4.wwww, v4.xyzx
ret 
// Approximately 93 instruction slots used

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