// Blood
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Sat Jun 10 09:15:52 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12
//   float4 PrimitiveDynamicData;       // Offset:   80 Size:    16
//   bool bEnableScreenDoorFade;        // Offset:   96 Size:     4
//   float4 ScreenDoorFadeSettings;     // Offset:  112 Size:    16
//   float4 ScreenDoorFadeSettings2;    // Offset:  128 Size:    16
//   float4 UniformPixelVector_0;       // Offset:  144 Size:    16
//   float4 UniformPixelVector_1;       // Offset:  160 Size:    16
//   float4 UniformPixelVector_2;       // Offset:  176 Size:    16
//   float4 UniformPixelVector_3;       // Offset:  192 Size:    16
//   float4 UniformPixelVector_4;       // Offset:  208 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  224 Size:    16 [unused]
//   float4 UniformPixelScalars_1;      // Offset:  240 Size:    16 [unused]
//   float4 UniformPixelScalars_2;      // Offset:  256 Size:    16
//   float3 LightingChannelsAndModel;   // Offset:  272 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:  288 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:  304 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:  320 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:  336 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:  344 Size:     4 [unused]
//   bool4 bClusteredForwardRenderingOptions;// Offset:  352 Size:    16
//   float4 WorldIncidentLighting[3];   // Offset:  368 Size:    48 [unused]
//   float3 UpperSkyColor;              // Offset:  416 Size:    12 [unused]
//   float3 LowerSkyColor;              // Offset:  432 Size:    12 [unused]
//   bool bEnableSHLight;               // Offset:  444 Size:     4 [unused]
//   bool bEnableSkyLight;              // Offset:  448 Size:     4 [unused]
//   bool bEnableDominantDirectionalLight;// Offset:  452 Size:     4
//   bool2 bEnableReflections;          // Offset:  456 Size:     8
//   float4 LightPositionAndInvRadius;  // Offset:  464 Size:    16
//   float4 LightColorAndFalloffExponent;// Offset:  480 Size:    16
//   float3 DominantDirectionalLightDirection;// Offset:  496 Size:    12
//   float4 DominantDirectionalLightColor;// Offset:  512 Size:    16
//   uint3 LightingChannelsInt;         // Offset:  528 Size:    12
//   float4 AmbientColorAndSkyFactor;   // Offset:  544 Size:    16 [unused]
//   float EnvironmentReflectionFactor; // Offset:  560 Size:     4
//
// }
//
// 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
//   float4 CameraPositionPS;           // Offset:   80 Size:    16 [unused]
//   float4 ScreenAndTexelSize;         // Offset:   96 Size:    16 [unused]
//   float4 ViewClampRect;              // Offset:  112 Size:    16
//   float2 ProjectionInvScale;         // Offset:  128 Size:     8 [unused]
//   float4x4 ViewProjectionMatrixPS;   // Offset:  144 Size:    64 [unused]
//   float2 SceneColorExponentBias;     // Offset:  208 Size:     8
//
// }
//
// cbuffer ClusteredLightsConstants
// {
//
//   struct FClusteredLight
//   {
//       
//       float4 PositionInvRadius;      // Offset:    0
//       float4 ColorFalloffExponent;   // Offset:   16
//       float3 Direction;              // Offset:   32
//       uint LightingChannels;         // Offset:   44
//       float2 SpotAngles;             // Offset:   48
//       bool bCastShadows;             // Offset:   56
//       float HairScatteringScale;     // Offset:   60
//       float4 SimpleLightFunctionScaleBiasFade;// Offset:   64
//       float4x4 WorldToShadowMatrix;  // Offset:   80
//       float3x3 WorldToLightMatrix;   // Offset:  144
//       float4 ShadowClipScaleBias;    // Offset:  192
//       float4 ShadowFilterScale;      // Offset:  208
//       float4 ShadowFilterBias;       // Offset:  224
//       float2 ShadowGradientParams;   // Offset:  240
//       float DiffuseIntensity;        // Offset:  248
//       float DiffuseBackfaceHack;     // Offset:  252
//       bool bUseFakeWaterReflection;  // Offset:  256
//       bool bCastNightVisionShadow;   // Offset:  260
//       float4 FaceUVScaleBias[6];     // Offset:  272
//
//   } ClusteredLights[64];             // Offset:    0 Size: 23552
//
// }
//
// cbuffer ClusteredReflectionsConstants
// {
//
//   struct FClusteredCubeMap
//   {
//       
//       float3 Position;               // Offset:    0
//       float ArrayIndex;              // Offset:   12
//       float4 RotationXY;             // Offset:   16
//       float3 Size;                   // Offset:   32
//       uint ReflectionChannels;       // Offset:   44
//       float3 InvSize;                // Offset:   48
//       float InvInnerEdgeTransition;  // Offset:   60
//       float3 TransitionBias;         // Offset:   64
//       float Fade;                    // Offset:   76
//       float3 TransitionScale;        // Offset:   80
//       float MinMip;                  // Offset:   92
//
//   } ClusteredCubeMaps[64];           // Offset:    0 Size:  6144
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TrilinearClampSampler             sampler      NA          NA    1        1
// SceneDepthTextureSampler          sampler      NA          NA    2        1
// SceneColorTextureSampler          sampler      NA          NA    3        1
// ScreenDoorNoiseTextureSampler     sampler      NA          NA    4        1
// PixelTexture2D_0Sampler           sampler      NA          NA    5        1
// PixelTexture2D_1Sampler           sampler      NA          NA    6        1
// EnvironmentBRDFTexture            texture  float4          2d    0        1
// LightIndexListTexture             texture    uint         buf    1        1
// ClusteredTexture3D                texture   uint2          3d    2        1
// EnvironmentReflectionTextureArray    texture  float4   cubearray    6        1
// ExteriorReflectionTexture         texture  float4        cube    8        1
// SceneDepthTexture                 texture  float4          2d    9        1
// SceneColorTexture                 texture  float4          2d   10        1
// ScreenDoorNoiseTexture            texture  float4          2d   11        1
// PixelTexture2D_0                  texture  float4          2d   12        1
// PixelTexture2D_1                  texture  float4          2d   13        1
// $Globals                          cbuffer      NA          NA    0        1
// VSOffsetConstants                 cbuffer      NA          NA    1        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
// ClusteredLightsConstants          cbuffer      NA          NA    6        1
// ClusteredReflectionsConstants     cbuffer      NA          NA    8        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyz         0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float       
// TEXCOORD                 0   xyzw        3     NONE   float   xy  
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// SV_Position              0   xyzw        6      POS   float   xy  
// SV_IsFrontFace           0   x           7    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[36], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb6[1472], dynamicIndexed
dcl_constantbuffer cb8[384], dynamicIndexed
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (uint,uint,uint,uint) t1
dcl_resource_texture3d (uint,uint,uint,uint) t2
dcl_resource_texturecubearray (float,float,float,float) t6
dcl_resource_texturecube (float,float,float,float) t8
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_resource_texture2d (float,float,float,float) t12
dcl_resource_texture2d (float,float,float,float) t13
dcl_input_ps linear centroid v0.xyz
dcl_input_ps linear centroid v1.xyzw
dcl_input_ps linear centroid v3.xy
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_input_ps_siv linear noperspective v6.xy, position
dcl_output o0.xyzw
//dcl_temps 14
dcl_temps 30

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r30.xyzw, l(0, 0, 0, 0), t125.xyzw

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

//Fix
add r30.w, r3.z, -r30.y
mul r30.w, r30.x, r30.w
add r3.x, r3.x, r30.w

mad r3.xyz, cb1[3].xywx, v5.wwww, r3.xyzx
dp3 r0.w, -v5.xyzx, -v5.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, -v5.xyzx
mul r5.xyzw, v3.xyxy, cb0[10].xyxy
mad r5.xy, r5.xyxx, l(6.000000, 2.000000, 0.000000, 0.000000), cb0[11].xyxx
sample_b_indexable(texture2d)(float,float,float,float) r6.xyz, r5.xyxx, t12.xyzw, s5, l(0.000000)
mad r6.xyz, r6.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r5.zw, r5.zzzw, l(0.000000, 0.000000, -3.000000, -1.000000), cb0[12].xxxy
sample_b_indexable(texture2d)(float,float,float,float) r7.xyz, r5.zwzz, t12.xyzw, s5, l(0.000000)
mad r6.xyz, r7.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), r6.xyzx
add r6.xyz, r6.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r6.xyz, r6.xyzx, l(2.000000, 2.000000, 0.500000, 0.000000)
dp3 r1.w, r6.xyzx, r6.xyzx
rsq r1.w, r1.w
mul r6.xyz, r1.wwww, r6.xyzx
dp3 r1.x, r1.xyzx, r6.xyzx
dp3 r1.y, r2.xyzx, r6.xyzx
dp3 r1.z, r0.xyzx, r6.xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, r1.xyzx
if_nz cb0[6].x
  mad r1.xy, v6.xyxx, cb0[8].zwzz, cb0[8].xyxx
  sample_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t11.xyzw, s4
  mad r1.x, cb0[7].y, r1.x, cb0[7].z
  add r1.y, -cb0[7].x, l(1.000000)
  add r1.x, -r1.y, r1.x
  lt r1.x, r1.x, l(0.000000)
  discard_nz r1.x
endif 
mad r1.xyz, -v5.xyzx, r0.wwww, cb0[29].xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
dp3_sat r1.w, r0.xyzx, cb0[29].xyzx
dp3_sat r2.x, r0.xyzx, r1.xyzx
dp3_sat r1.x, cb0[29].xyzx, r1.xyzx
mul r1.y, r2.x, r2.x
mad r1.y, r1.y, l(-0.999399960), l(1.000000)
mul r1.y, r1.y, r1.y
mul r1.y, r1.y, l(3.14159274)
div r1.y, l(0.000100000012), r1.y
mul r1.z, r1.x, r1.x
mad r1.z, r1.z, l(0.960937500), l(0.0390625000)
mul r1.z, r1.z, l(4.000000)
rcp r1.z, r1.z
mad r2.x, r1.x, l(-5.554730), l(-6.983160)
mul r1.x, r1.x, r2.x
exp r1.x, r1.x
add r1.x, r1.x, l(0.040000)
mad r2.xyz, r1.xxxx, cb2[4].wwww, cb2[4].xyzx
mul r1.x, r1.z, r1.y
mul r1.xyz, r2.xyzx, r1.xxxx
mul r1.xyz, r1.wwww, r1.xyzx
mul r1.xyz, r1.xyzx, cb0[30].xyzx
dp3 r2.x, r0.xyzx, r4.xyzx
lt r1.w, r2.x, l(0.000000)
add r2.z, r2.x, r2.x
mad r6.xyz, r0.xyzx, -r2.zzzz, r4.xyzx
movc r6.xyz, r1.wwww, r0.xyzx, -r6.xyzx
if_nz cb0[28].z
  mov_sat r7.x, r2.x
  mov r7.y, l(0.100000)
  sample_l_indexable(texture2d)(float,float,float,float) r2.zw, r7.xyxx, t0.zwxy, s1, l(0.000000)
  sample_l_indexable(texturecube)(float,float,float,float) r7.xyz, r6.xyzx, t8.xyzw, s1, l(2.02052975)
  mad r1.w, r2.z, l(0.040000), r2.w
  mad r1.xyz, r7.xyzx, r1.wwww, r1.xyzx
endif 
if_nz cb0[33].z
  movc r1.w, cb0[28].y, cb0[32].w, l(0)
  if_nz cb0[22].x
    ftou r2.zw, v6.xxxy
    ushr r7.xy, r2.zwzz, l(6, 6, 0, 0)
    mul r2.z, r3.z, l(0.010000)
    log r2.z, r2.z
    mad r2.z, r2.z, l(3.11064339), l(1.000000)
    max r2.z, r2.z, l(0.000000)
    ftou r7.z, r2.z
    mov r7.w, l(0)
    ld_indexable(texture3d)(uint,uint,uint,uint) r7.yz, r7.xyzw, t2.zxyw
    and r2.z, r7.z, l(255)
    ubfe r7.xz, l(8, 0, 8, 0), l(16, 0, 8, 0), r7.zzzz
  endif 
  lt r2.w, l(0.000000), r1.w
  dp3 r3.w, r0.xyzx, cb0[31].xyzx
  lt r4.w, l(0.000000), r3.w
  and r2.w, r2.w, r4.w
  if_nz r2.w
    mul r8.xyz, r1.wwww, cb0[32].xyzx
    mad r9.xyz, -v5.xyzx, r0.wwww, cb0[31].xyzx
    dp3 r0.w, r9.xyzx, r9.xyzx
    rsq r0.w, r0.w
    mul r9.xyz, r0.wwww, r9.xyzx
    mov_sat r3.w, r3.w
    dp3_sat r0.w, r0.xyzx, r9.xyzx
    dp3_sat r1.w, cb0[31].xyzx, r9.xyzx
    mul r0.w, r0.w, r0.w
    mad r0.w, r0.w, l(-0.999399960), l(1.000000)
    mul r0.w, r0.w, r0.w
    mul r0.w, r0.w, l(3.14159274)
    div r0.w, l(0.000100000012), r0.w
    mul r2.w, r1.w, r1.w
    mad r2.w, r2.w, l(0.960937500), l(0.0390625000)
    mul r2.w, r2.w, l(4.000000)
    rcp r2.w, r2.w
    mad r4.w, r1.w, l(-5.554730), l(-6.983160)
    mul r1.w, r1.w, r4.w
    exp r1.w, r1.w
    add r1.w, r1.w, l(0.040000)
    mad r9.xyz, r1.wwww, cb2[4].wwww, cb2[4].xyzx
    mul r0.w, r0.w, r2.w
    mul r9.xyz, r9.xyzx, r0.wwww
    mul r9.xyz, r3.wwww, r9.xyzx
    mul r8.xyz, r8.xyzx, r9.xyzx
  else 
    mov r8.xyz, l(0,0,0,0)
  endif 
  if_nz cb0[22].x
    add r9.xyz, v5.xyzx, cb0[4].xyzx
    iadd r0.w, r7.x, r7.y
    if_nz cb0[22].y
      mov_sat r2.x, r2.x
      mov r2.y, l(0.100000)
      sample_l_indexable(texture2d)(float,float,float,float) r2.xy, r2.xyxx, t0.xyzw, s1, l(0.000000)
      mad r1.w, r2.x, l(0.040000), r2.y
      mov r2.xyw, l(0,0,0,0)
      mov r3.w, r0.w
      mov r4.w, l(0)
      mov r6.w, l(0)
      loop 
        uge r7.x, r6.w, r7.z
        breakc_nz r7.x
        iadd r7.x, r3.w, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r7.y, r3.wwww, t1.yxzw
        imul null, r7.y, r7.y, l(6)
        and r7.w, cb0[33].y, cb8[r7.y + 2].w
        if_nz r7.w
          add r10.xyz, r9.xyzx, -cb8[r7.y + 0].xyzx
          dp2 r11.x, cb8[r7.y + 1].xyxx, r10.xyxx
          dp2 r11.y, cb8[r7.y + 1].zwzz, r10.xyxx
          mul r11.z, r10.z, cb8[r7.y + 3].z
          add_sat r10.xyz, |r11.xyzx|, cb8[r7.y + 4].xyzx
          mul r10.xyz, r10.xyzx, cb8[r7.y + 5].xyzx
          max r7.w, r10.z, r10.y
          max r7.w, r7.w, r10.x
          add r7.w, -r7.w, l(1.000000)
          lt r8.w, l(0.000000), r7.w
          if_nz r8.w
            dp2 r10.x, cb8[r7.y + 1].xyxx, r6.xyxx
            dp2 r10.y, cb8[r7.y + 1].zwzz, r6.xyxx
            mul r10.z, r6.z, cb8[r7.y + 3].z
            lt r12.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), r10.xyzx
            lt r13.xyz, r10.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
            iadd r12.xyz, r12.xyzx, -r13.xyzx
            itof r12.xyz, r12.xyzx
            mad r11.xyz, r11.xyzx, r12.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
            div r10.xyz, r11.xyzx, |r10.xyzx|
            min r8.w, r10.z, r10.y
            min r8.w, r8.w, r10.x
            mul_sat r9.w, r8.w, cb8[r7.y + 3].w
            mul r10.x, r7.w, r9.w
            mad r10.yzw, r8.wwww, r6.xxyz, r9.xxyz
            add r11.xyz, r10.yzwy, -cb8[r7.y + 0].xyzx
            max r8.w, l(2.02052975), cb8[r7.y + 5].w
            mov r11.w, cb8[r7.y + 0].w
            sample_l_indexable(texturecubearray)(float,float,float,float) r10.yzw, r11.xyzw, t6.wxyz, s1, r8.w
            mul r10.yzw, r10.yyzw, cb8[r7.y + 4].wwww
            mul r10.yzw, r1.wwww, r10.yyzw
            mad r2.xyw, r10.yzyw, r10.xxxx, r2.xyxw
            mad r4.w, r7.w, r9.w, r4.w
          endif 
        endif 
        iadd r6.w, r6.w, l(1)
        mov r3.w, r7.x
      endloop 
      lt r1.w, l(1.000000), r4.w
      div r6.xyz, r2.xywx, r4.wwww
      movc r2.xyw, r1.wwww, r6.xyxz, r2.xyxw
      mad r8.xyz, r2.xywx, cb0[35].xxxx, r8.xyzx
    endif 
    iadd r0.w, r7.z, r0.w
    if_nz cb0[22].z
      mov r2.xyw, r8.xyxz
      mov r1.w, r0.w
      mov r3.w, l(0)
      loop 
        uge r4.w, r3.w, r2.z
        breakc_nz r4.w
        iadd r4.w, r1.w, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r6.x, r1.wwww, t1.xyzw
        imul null, r6.x, r6.x, l(23)
        and r6.y, cb0[33].x, cb6[r6.x + 2].w
        if_nz r6.y
          add r6.yzw, -r9.xxyz, cb6[r6.x + 0].xxyz
          mul r7.xyz, r6.yzwy, cb6[r6.x + 0].wwww
          dp3 r7.x, r7.xyzx, r7.xyzx
          min r7.x, r7.x, l(1.000000)
          add r7.x, -r7.x, l(1.000000)
          log r7.x, r7.x
          mul r7.x, r7.x, cb6[r6.x + 1].w
          exp r7.x, r7.x
          lt r7.y, l(0.000000), cb6[r6.x + 3].x
          if_nz r7.y
            dp3 r7.y, r6.yzwy, r6.yzwy
            rsq r7.y, r7.y
            mul r7.yzw, r6.yyzw, r7.yyyy
            dp3 r7.y, r7.yzwy, -cb6[r6.x + 2].xyzx
            add r7.y, r7.y, -cb6[r6.x + 3].x
            mul_sat r7.y, r7.y, cb6[r6.x + 3].y
            mul r7.y, r7.y, r7.y
            mul r7.x, r7.y, r7.x
          endif 
          mul r7.xyz, r7.xxxx, cb6[r6.x + 1].xyzx
          dp3 r6.x, r6.yzwy, r6.yzwy
          rsq r6.x, r6.x
          mul r10.xyz, r6.xxxx, r6.yzwy
          mad r6.xyz, r6.yzwy, r6.xxxx, r4.xyzx
          dp3 r6.w, r6.xyzx, r6.xyzx
          rsq r6.w, r6.w
          mul r6.xyz, r6.wwww, r6.xyzx
          dp3_sat r6.w, r0.xyzx, r10.xyzx
          dp3_sat r7.w, r0.xyzx, r6.xyzx
          dp3_sat r6.x, r10.xyzx, r6.xyzx
          mul r6.y, r7.w, r7.w
          mad r6.y, r6.y, l(-0.999399960), l(1.000000)
          mul r6.y, r6.y, r6.y
          mul r6.y, r6.y, l(3.14159274)
          div r6.y, l(0.000100000012), r6.y
          mul r6.z, r6.x, r6.x
          mad r6.z, r6.z, l(0.960937500), l(0.0390625000)
          mul r6.z, r6.z, l(4.000000)
          rcp r6.z, r6.z
          mad r7.w, r6.x, l(-5.554730), l(-6.983160)
          mul r6.x, r6.x, r7.w
          exp r6.x, r6.x
          add r6.x, r6.x, l(0.040000)
          mad r10.xyz, r6.xxxx, cb2[4].wwww, cb2[4].xyzx
          mul r6.x, r6.z, r6.y
          mul r6.xyz, r10.xyzx, r6.xxxx
          mul r6.xyz, r6.wwww, r6.xyzx
          mad r2.xyw, r6.xyxz, r7.xyxz, r2.xyxw
        endif 
        iadd r3.w, r3.w, l(1)
        mov r1.w, r4.w
      endloop 
      mov r8.xyz, r2.xywx
    endif 
  endif 
  add r1.xyz, r1.xyzx, r8.xyzx
endif 
div r0.xy, r3.xyxx, r3.zzzz
mad r0.xy, r0.xyxx, cb2[0].xyxx, cb2[0].wzww
max r0.zw, r0.xxxy, cb2[7].xxxy
min r0.zw, r0.zzzw, cb2[7].zzzw
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.zwzz, t10.xyzw, s3
mul r2.xyz, r2.xyzx, cb2[13].yyyy
mad r2.xyz, r2.xyzx, cb0[13].xyzx, cb0[9].xyzx
mul r2.xyz, r2.xyzx, cb2[13].xxxx
mad r1.xyz, r1.xyzx, cb2[13].xxxx, r2.xyzx
mul_sat r0.z, r3.z, l(0.010000)
add r0.w, cb0[5].w, l(-0.500000)
add r1.w, -v3.y, l(1.000000)
mad_sat r0.w, r0.w, l(2.000000), r1.w
add r2.x, -cb0[16].z, cb0[16].y
mad r1.w, r1.w, r2.x, cb0[16].z
sample_b_indexable(texture2d)(float,float,float,float) r2.x, r5.xyxx, t13.xyzw, s6, l(0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r2.y, r5.zwzz, t13.yxzw, s6, l(0.000000)
add r2.x, r2.y, r2.x
add r1.w, r1.w, r2.x
add r1.w, r1.w, l(-1.000000)
add_sat r1.w, r1.w, r1.w
mul r0.w, r0.w, r1.w
mul r0.z, r0.w, r0.z
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t9.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, -r3.z, r0.x
mul_sat r0.x, r0.x, l(0.005000)
mul o0.w, r0.x, r0.z
mad o0.xyz, r1.xyzx, v4.wwww, v4.xyzx
ret 
// Approximately 295 instruction slots used
