// Water 3
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Fri Jun 02 13:34:14 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12
//   bool bEnableScreenDoorFade;        // Offset:   76 Size:     4
//   float4 ScreenDoorFadeSettings;     // Offset:   80 Size:    16
//   float4 ScreenDoorFadeSettings2;    // Offset:   96 Size:    16
//   float4 UniformPixelVector_0;       // Offset:  112 Size:    16
//   float4 UniformPixelVector_1;       // Offset:  128 Size:    16 [unused]
//   float4 UniformPixelScalars_0;      // Offset:  144 Size:    16
//   float4 UniformPixelScalars_1;      // Offset:  160 Size:    16
//   float3 LightingChannelsAndModel;   // Offset:  176 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:  192 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:  208 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:  224 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:  240 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:  248 Size:     4 [unused]
//   bool4 bClusteredForwardRenderingOptions;// Offset:  256 Size:    16
//   float3 UpperSkyColor;              // Offset:  272 Size:    12
//   float3 LowerSkyColor;              // Offset:  288 Size:    12
//   bool bEnableSkyLight;              // Offset:  300 Size:     4
//   bool2 bEnableReflections;          // Offset:  304 Size:     8
//   uint3 LightingChannelsInt;         // Offset:  320 Size:    12
//   float4 AmbientOcclusionParams;     // Offset:  336 Size:    16
//   float4 AmbientColorAndSkyFactor;   // Offset:  352 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  368 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 [unused]
//   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
// ------------------------------ ---------- ------- ----------- ---- --------
// PointWrapSampler                  sampler      NA          NA    0        1
// TrilinearClampSampler             sampler      NA          NA    1        1
// LightMapTexturesSampler[0]        sampler      NA          NA    2        1
// LightMapTexturesSampler[1]        sampler      NA          NA    3        1
// SceneDepthTextureSampler          sampler      NA          NA    4        1
// ScreenDoorNoiseTextureSampler     sampler      NA          NA    5        1
// PixelTexture2D_0Sampler           sampler      NA          NA    6        1
// PixelTexture2D_1Sampler           sampler      NA          NA    7        1
// PixelTexture2D_2Sampler           sampler      NA          NA    8        1
// ShadowComparisonSampler         sampler_c      NA          NA    9        1
// EnvironmentBRDFTexture            texture  float4          2d    0        1
// LightIndexListTexture             texture    uint         buf    1        1
// ClusteredTexture3D                texture   uint2          3d    2        1
// ShadowMapAtlasTexture             texture  float4          2d    3        1
// RandomAngles3DTexture             texture  float4          3d    4        1
// SimpleLightFunctionsAtlasTexture    texture  float4          2d    5        1
// EnvironmentReflectionTextureArray    texture  float4   cubearray    6        1
// ExteriorReflectionTexture         texture  float4        cube    8        1
// SceneDepthTexture                 texture  float4          2d    9        1
// ScreenDoorNoiseTexture            texture  float4          2d   10        1
// PixelTexture2D_0                  texture  float4          2d   11        1
// PixelTexture2D_1                  texture  float4          2d   12        1
// PixelTexture2D_2                  texture  float4          2d   13        1
// LightMapTextures[0]               texture  float4          2d   14        1
// LightMapTextures[1]               texture  float4          2d   15        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                 1   xyzw        4     NONE   float   xy  
// TEXCOORD                 4   xyzw        5     NONE   float      w
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// SV_Position              0   xyzw        7      POS   float   xy  
// SV_IsFrontFace           0   x           8    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[24], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb6[1472], dynamicIndexed
dcl_constantbuffer cb8[384], dynamicIndexed
dcl_sampler s0, mode_default
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_sampler s7, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, mode_comparison
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_texture2d (float,float,float,float) t3
dcl_resource_texture3d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
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_resource_texture2d (float,float,float,float) t14
dcl_resource_texture2d (float,float,float,float) t15
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 centroid v4.xy
dcl_input_ps linear v5.w
dcl_input_ps linear v6.xyzw
dcl_input_ps_siv linear noperspective v7.xy, position
dcl_output o0.xyzw
//dcl_temps 18

dcl_temps 25

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.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, v6.yyyy, cb1[1].xywx
mad r3.xyz, cb1[0].xywx, v6.xxxx, r3.xyzx
mad r3.xyz, cb1[2].xywx, v6.zzzz, r3.xyzx

//Fix Water Halo
add r25.w, r3.z, -r25.y
mul r25.w, r25.x, r25.w
add r3.x, r3.x, r25.w

mad r3.xyz, cb1[3].xywx, v6.wwww, r3.xyzx
dp3 r0.w, -v6.xyzx, -v6.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, -v6.xyzx
mul r5.xyzw, v4.xyxy, cb0[9].xxzz
sample_b_indexable(texture2d)(float,float,float,float) r6.xyz, r5.xyxx, t11.xyzw, s6, 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)
mul r6.xy, r6.xyxx, cb0[9].yyyy
sample_b_indexable(texture2d)(float,float,float,float) r5.xyz, r5.zwzz, t11.xyzw, s6, l(0.000000)
mad r5.xyz, r5.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r7.xyz, v4.xyxx, t12.xyzw, s7, l(0.000000)
mad r7.xyz, r7.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r8.xyz, r7.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
max r0.w, r5.z, l(0.010000)
dp3 r1.w, r5.xyzx, r8.xyzx
mul r5.xyz, r5.xyzx, r1.wwww
div r5.xyz, r5.xyzx, r0.wwww
mad r5.xyz, -r7.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000), r5.xyzx
div r3.xy, r3.xyxx, r3.zzzz
mad r3.xy, r3.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r3.xyxx, t9.yzwx, s4, l(0.000000)
max r0.w, r0.w, l(0.00100000994)
mad r0.w, r0.w, cb2[1].z, -cb2[1].w
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
add r1.w, -cb0[9].w, l(1.000000)
mul r1.w, r1.w, l(5.000000)
add r0.w, -r3.z, r0.w
max r1.w, r1.w, l(0.001000)
div_sat r0.w, r0.w, r1.w
add r3.xyw, r5.xyxz, -r6.xyxz
mad r3.xyw, r0.wwww, r3.xyxw, r6.xyxz
dp3 r0.w, r3.xywx, r3.xywx
rsq r0.w, r0.w
mul r3.xyw, r0.wwww, r3.xyxw
dp3 r1.x, r1.xyzx, r3.xywx
dp3 r1.y, r2.xyzx, r3.xywx
dp3 r1.z, r0.xyzx, r3.xywx
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, r1.xyzx
if_nz cb0[4].w
  mad r1.xy, v7.xyxx, cb0[6].zwzz, cb0[6].xyxx
  sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t10.yzwx, s5
  mad r0.w, cb0[5].y, r0.w, cb0[5].z
  add r1.x, -cb0[5].x, l(1.000000)
  add r0.w, r0.w, -r1.x
  lt r0.w, r0.w, l(0.000000)
  discard_nz r0.w
endif 
add r1.xyz, -cb0[7].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r2.xyzw, v4.xyxx, t13.xyzw, s8, l(0.000000)
mul r2.xyz, r2.xyzx, r2.wwww
mul r1.xyz, r1.xyzx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, v3.xyxx, t14.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r5.xyzw, v3.xyxx, t15.wxyz, s3
mad r3.xyw, r5.yzyw, l(2.000000, 2.000000, 0.000000, 2.000000), l(-1.000000, -1.000000, 0.000000, -1.000000)
dp3 r0.w, r3.xywx, r3.xywx
rsq r0.w, r0.w
mul r5.yzw, r0.wwww, r3.xxyw
add r1.w, -cb0[10].y, cb0[10].x
mad r1.w, r2.w, r1.w, cb0[10].y
max r1.w, r1.w, l(0.040000)
min r6.z, r1.w, l(1.000000)
mov_sat r5.x, r5.x
mad r1.w, r5.x, cb0[21].x, cb0[21].y
min r1.w, r1.w, l(1.000000)
mad r3.xyw, r3.xyxw, r0.wwww, r4.xyxz
dp3 r0.w, r3.xywx, r3.xywx
rsq r0.w, r0.w
mul r3.xyw, r0.wwww, r3.xyxw
dp3_sat r0.w, r0.xyzx, r5.yzwy
dp3_sat r2.w, r0.xyzx, r3.xywx
dp3_sat r3.x, r5.yzwy, r3.xywx
mul r5.yzw, r1.xxyz, l(0.000000, 0.318309873, 0.318309873, 0.318309873)
mul r3.y, r6.z, r6.z
mul r3.w, r3.y, r3.y
mul r2.w, r2.w, r2.w
mad r3.y, r3.y, r3.y, l(-0.999500)
mad r2.w, r2.w, r3.y, l(1.000000)
mul r2.w, r2.w, r2.w
mul r2.w, r2.w, l(3.14159274)
div r2.w, r3.w, r2.w
mad r4.w, r6.z, l(0.234375), l(0.015625)
add r6.w, -r4.w, l(1.000000)
mul r7.x, r3.x, r3.x
mad r7.x, r7.x, r6.w, r4.w
mul r7.x, r7.x, l(4.000000)
rcp r7.x, r7.x
mad r7.y, r3.x, l(-5.554730), l(-6.983160)
mul r3.x, r3.x, r7.y
exp r3.x, r3.x
add r3.x, r3.x, l(0.040000)
mad r7.yzw, r3.xxxx, cb2[4].wwww, cb2[4].xxyz
mul r2.w, r2.w, r7.x
mul r7.xyz, r7.yzwy, r2.wwww
mul r7.xyz, r0.wwww, r7.xyzx
mad r7.xyz, r5.yzwy, r0.wwww, r7.xyzx
mul r2.xyz, r2.xyzx, r7.xyzx
if_nz cb0[18].w
  mad r7.xy, r0.zzzz, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  mul r7.xy, r7.xyxx, r7.xyxx
  mul r7.xzw, r5.yyzw, r7.xxxx
  mul r8.xyz, r5.yzwy, r7.yyyy
  mul r8.xyz, r8.xyzx, cb0[18].xyzx
  mad r7.xyz, r7.xzwx, cb0[17].xyzx, r8.xyzx
  mad r2.xyz, r7.xyzx, cb0[22].wwww, r2.xyzx
endif 
mad r1.xyz, r1.xyzx, cb0[22].xyzx, r2.xyzx
dp3 r6.x, r0.xyzx, r4.xyzx
lt r0.w, r6.x, l(0.000000)
add r2.x, r6.x, r6.x
mad r2.xyz, r0.xyzx, -r2.xxxx, r4.xyzx
movc r2.xyz, r0.wwww, r0.xyzx, -r2.xyzx
if_nz cb0[19].x
  mov_sat r6.y, r6.x
  sample_l_indexable(texture2d)(float,float,float,float) r7.xy, r6.yzyy, t0.xyzw, s1, l(0.000000)
  log r0.w, r6.z
  mad r0.w, r0.w, l(1.800000), l(8.000000)
  max r0.w, r0.w, l(0.000000)
  sample_l_indexable(texturecube)(float,float,float,float) r8.xyz, r2.xyzx, t8.xyzw, s1, r0.w
  mad r0.w, r7.x, l(0.040000), r7.y
  mad r1.xyz, r8.xyzx, r0.wwww, r1.xyzx
endif 
if_nz cb0[20].z
  if_nz cb0[16].x
    ftou r7.xy, v7.xyxx
    ushr r7.xy, r7.xyxx, l(6, 6, 0, 0)
    mul r0.w, r3.z, l(0.010000)
    log r0.w, r0.w
    mad r0.w, r0.w, l(3.11064339), l(1.000000)
    max r0.w, r0.w, l(0.000000)
    ftou r7.z, r0.w
    mov r7.w, l(0)
    ld_indexable(texture3d)(uint,uint,uint,uint) r3.xz, r7.xyzw, t2.xzyw
    and r0.w, r3.z, l(255)
    ubfe r7.xy, l(8, 8, 0, 0), l(8, 16, 0, 0), r3.zzzz
    add r8.xyz, v6.xyzx, cb0[4].xyzx
    iadd r2.w, r3.x, r7.y
    if_nz cb0[16].y
      mad r3.x, r5.x, cb0[21].z, cb0[21].w
      mul r3.x, r3.x, cb0[23].x
      mov_sat r6.x, r6.x
      sample_l_indexable(texture2d)(float,float,float,float) r6.xy, r6.xzxx, t0.xyzw, s1, l(0.000000)
      log r3.z, r6.z
      mad r3.z, r3.z, l(1.800000), l(8.000000)
      mad r5.x, r6.x, l(0.040000), r6.y
      mov r6.xyz, l(0,0,0,0)
      mov r7.y, r2.w
      mov r7.zw, l(0,0,0,0)
      loop 
        uge r8.w, r7.w, r7.x
        breakc_nz r8.w
        iadd r8.w, r7.y, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r9.x, r7.yyyy, t1.xyzw
        imul null, r9.x, r9.x, l(6)
        and r9.y, cb0[20].y, cb8[r9.x + 2].w
        if_nz r9.y
          add r9.yzw, r8.xxyz, -cb8[r9.x + 0].xxyz
          dp2 r10.x, cb8[r9.x + 1].xyxx, r9.yzyy
          dp2 r10.y, cb8[r9.x + 1].zwzz, r9.yzyy
          mul r10.z, r9.w, cb8[r9.x + 3].z
          add_sat r9.yzw, |r10.xxyz|, cb8[r9.x + 4].xxyz
          mul r9.yzw, r9.yyzw, cb8[r9.x + 5].xxyz
          max r9.z, r9.w, r9.z
          max r9.y, r9.z, r9.y
          add r9.y, -r9.y, l(1.000000)
          lt r9.z, l(0.000000), r9.y
          if_nz r9.z
            dp2 r11.x, cb8[r9.x + 1].xyxx, r2.xyxx
            dp2 r11.y, cb8[r9.x + 1].zwzz, r2.xyxx
            mul r11.z, r2.z, cb8[r9.x + 3].z
            lt r12.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), r11.xyzx
            lt r13.xyz, r11.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
            iadd r12.xyz, r12.xyzx, -r13.xyzx
            itof r12.xyz, r12.xyzx
            mad r10.xyz, r10.xyzx, r12.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
            div r10.xyz, r10.xyzx, |r11.xyzx|
            min r9.z, r10.z, r10.y
            min r9.z, r9.z, r10.x
            mul_sat r9.w, r9.z, cb8[r9.x + 3].w
            mul r10.x, r9.w, r9.y
            mad r10.yzw, r9.zzzz, r2.xxyz, r8.xxyz
            add r11.xyz, r10.yzwy, -cb8[r9.x + 0].xyzx
            max r9.z, r3.z, cb8[r9.x + 5].w
            mov r11.w, cb8[r9.x + 0].w
            sample_l_indexable(texturecubearray)(float,float,float,float) r10.yzw, r11.xyzw, t6.wxyz, s1, r9.z
            mul r10.yzw, r10.yyzw, cb8[r9.x + 4].wwww
            mul r10.yzw, r5.xxxx, r10.yyzw
            mad r6.xyz, r10.yzwy, r10.xxxx, r6.xyzx
            mad r7.z, r9.y, r9.w, r7.z
          endif 
        endif 
        iadd r7.w, r7.w, l(1)
        mov r7.y, r8.w
      endloop 
      lt r2.x, l(1.000000), r7.z
      div r7.yzw, r6.xxyz, r7.zzzz
      movc r2.xyz, r2.xxxx, r7.yzwy, r6.xyzx
      mul r2.xyz, r3.xxxx, r2.xyzx
    else 
      mov r2.xyz, l(0,0,0,0)
    endif 
    iadd r2.w, r7.x, r2.w
    if_nz cb0[16].z
      lod r3.x, r8.xyzx, t4.y, s0
      round_ne r3.x, r3.x
      exp r3.x, -r3.x
      mul r6.xyz, r3.xxxx, r8.xyzx
      sample_l_indexable(texture3d)(float,float,float,float) r3.xz, r6.xyzx, t4.xzyw, s0, l(0.000000)
      mov r7.yz, l(0,-1.000000,1.000000,0)
      mov r6.y, l(-1.000000)
      mov r9.xyz, r2.xyzx
      mov r5.x, r2.w
      mov r6.z, l(0)
      loop 
        uge r8.w, r6.z, r0.w
        breakc_nz r8.w
        iadd r8.w, r5.x, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r9.w, r5.xxxx, t1.yzwx
        imul null, r10.x, r9.w, l(23)
        and r10.y, cb0[20].x, cb6[r10.x + 2].w
        if_nz r10.y
          add r10.yzw, -r8.xxyz, cb6[r10.x + 0].xxyz
          mul r11.xyz, r10.yzwy, cb6[r10.x + 0].wwww
          dp3 r11.x, r11.xyzx, r11.xyzx
          min r11.x, r11.x, l(1.000000)
          add r11.x, -r11.x, l(1.000000)
          log r11.x, r11.x
          mul r11.x, r11.x, cb6[r10.x + 1].w
          exp r11.x, r11.x
          lt r11.y, l(0.000000), cb6[r10.x + 3].x
          if_nz r11.y
            dp3 r11.z, r10.yzwy, r10.yzwy
            rsq r11.z, r11.z
            mul r12.xyz, r10.yzwy, r11.zzzz
            dp3 r11.z, r12.xyzx, -cb6[r10.x + 2].xyzx
            add r11.z, r11.z, -cb6[r10.x + 3].x
            mul_sat r11.z, r11.z, cb6[r10.x + 3].y
            mul r11.z, r11.z, r11.z
            mul r11.x, r11.z, r11.x
          endif 
          dp3 r11.w, r0.xyzx, r10.yzwy
          max r11.w, r11.w, cb6[r10.x + 15].w
          lt r11.zw, l(0.000000, 0.000000, 0.000010, 0.000000), r11.xxxw
          and r11.z, r11.w, r11.z
          if_nz r11.z
            ine r11.z, l(0), cb6[r10.x + 3].z
            ieq r11.z, r11.z, l(-1)
            if_nz r11.z
              if_nz r11.y
                mul r12.xyzw, r8.yyyy, cb6[r10.x + 6].xyzw
                mad r12.xyzw, cb6[r10.x + 5].xyzw, r8.xxxx, r12.xyzw
                mad r12.xyzw, cb6[r10.x + 7].xyzw, r8.zzzz, r12.xyzw
                add r12.xyzw, r12.zxyw, cb6[r10.x + 8].zxyw
                div r11.yz, r12.yyzy, r12.wwww
              else 
                max r11.w, |r10.w|, |r10.z|
                max r11.w, |r10.y|, r11.w
                lt r12.yzw, l(0.000000, 0.000000, 0.000000, 0.000000), -r10.yyzw
                lt r13.xyz, -r10.yzwy, l(0.000000, 0.000000, 0.000000, 0.000000)
                iadd r12.y, r12.y, -r13.x
                itof r7.x, r12.y
                mul r14.xy, r7.xyxx, -r10.wzww
                eq r15.xyz, -r10.yzwy, |r10.yzwy|
                eq r13.xw, |r10.yyyz|, r11.wwww
                iadd r12.yz, -r12.zzwz, r13.yyzy
                itof r7.w, r12.y
                mul r16.xy, r7.zwzz, -r10.ywyy
                itof r6.x, r12.z
                mul r17.xy, r6.xyxx, -r10.yzyy
                movc r12.yzw, r15.xxyz, l(0,0,2,4), l(0,1,3,5)
                mov r16.z, r12.z
                mov r17.z, r12.w
                movc r13.yzw, r13.wwww, r16.xxyz, r17.xxyz
                mov r14.z, r12.y
                movc r12.yzw, r13.xxxx, r14.xxyz, r13.yyzw
                div r7.xw, r12.yyyz, r11.wwww
                imad r6.x, r9.w, l(23), r12.w
                mad r11.yz, r7.xxwx, cb6[r6.x + 17].xxyx, cb6[r6.x + 17].zzwz
                mul r12.x, r11.w, cb6[r10.x + 0].w
              endif 
              mad r13.xyzw, r3.zxxz, cb6[r10.x + 13].ywxz, cb6[r10.x + 14].ywxz
              mad r7.xw, r13.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r11.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r6.x, r7.xwxx, t3.xxxx, s9, r12.x
              mad r7.xw, -r13.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r11.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.x, r7.xwxx, t3.xxxx, s9, r12.x
              add r6.x, r6.x, r7.x
              mul r7.xw, r13.xxxy, l(-0.380423, 0.000000, 0.000000, -0.380423)
              mad r7.xw, r13.zzzw, l(-0.123607, 0.000000, 0.000000, -0.123607), r7.xxxw
              add r12.yz, r7.xxwx, r11.yyzy
              sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r12.yzyy, t3.xxxx, s9, r12.x
              add r6.x, r6.x, r9.w
              add r7.xw, -r7.xxxw, r11.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.x, r7.xwxx, t3.xxxx, s9, r12.x
              add r6.x, r6.x, r7.x
              mul r7.xw, r13.xxxy, l(0.352671, 0.000000, 0.000000, 0.352671)
              mad r7.xw, r13.zzzw, l(-0.485410, 0.000000, 0.000000, -0.485410), r7.xxxw
              add r12.yz, r7.xxwx, r11.yyzy
              sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r12.yzyy, t3.xxxx, s9, r12.x
              add r6.x, r6.x, r9.w
              add r7.xw, -r7.xxxw, r11.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.x, r7.xwxx, t3.xxxx, s9, r12.x
              add r6.x, r6.x, r7.x
              mul r14.xyzw, r13.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
              mad r7.xw, r13.zzzw, l(0.647214, 0.000000, 0.000000, 0.647214), r14.xxxy
              add r12.yz, r7.xxwx, r11.yyzy
              sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r12.yzyy, t3.xxxx, s9, r12.x
              add r6.x, r6.x, r9.w
              add r7.xw, -r7.xxxw, r11.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.x, r7.xwxx, t3.xxxx, s9, r12.x
              add r6.x, r6.x, r7.x
              mad r7.xw, r13.xxxy, l(-0.951057, 0.000000, 0.000000, -0.951057), r14.zzzw
              add r12.yz, r7.xxwx, r11.yyzy
              sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r12.yzyy, t3.xxxx, s9, r12.x
              add r6.x, r6.x, r9.w
              add r7.xw, -r7.xxxw, r11.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.x, r7.xwxx, t3.xxxx, s9, r12.x
              add r6.x, r6.x, r7.x
              mul r6.x, r6.x, l(0.100000)
              mul r6.x, r6.x, r6.x
              mul r11.x, r6.x, r11.x
            endif 
            mul r11.xyz, r11.xxxx, cb6[r10.x + 1].xyzx
            ne r6.x, l(0.000000), cb6[r10.x + 4].x
            if_nz r6.x
              mul r12.xyz, -r10.zzzz, cb6[r10.x + 10].xyzx
              mad r12.xyz, cb6[r10.x + 9].xyzx, -r10.yyyy, r12.xyzx
              mad r12.xyz, cb6[r10.x + 11].xyzx, -r10.wwww, r12.xyzx
              div r7.xw, r12.xxxy, r12.zzzz
              mad r7.xw, r7.xxxw, cb6[r10.x + 4].xxxx, cb6[r10.x + 4].yyyz
              mov r7.xw, |r7.xxxw|
              mul_sat r6.x, r12.z, cb6[r10.x + 4].w
              sample_l_indexable(texture2d)(float,float,float,float) r12.xyz, r7.xwxx, t5.xyzw, s1, l(0.000000)
              add r13.xyz, -r12.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
              mad r12.xyz, r6.xxxx, r13.xyzx, r12.xyzx
              mul r11.xyz, r11.xyzx, r12.xyzx
            endif 
            dp3 r6.x, r10.yzwy, r10.yzwy
            rsq r6.x, r6.x
            mul r12.xyz, r6.xxxx, r10.yzwy
            mad r10.yzw, r10.yyzw, r6.xxxx, r4.xxyz
            dp3 r6.x, r10.yzwy, r10.yzwy
            rsq r6.x, r6.x
            mul r10.yzw, r6.xxxx, r10.yyzw
            dp3 r6.x, r0.xyzx, r12.xyzx
            mov_sat r7.x, r6.x
            dp3_sat r7.w, r0.xyzx, r10.yzwy
            dp3_sat r9.w, r12.xyzx, r10.yzwy
            add r10.y, r6.x, cb6[r10.x + 15].w
            mul r10.y, r10.y, l(0.333330)
            max_sat r6.x, r6.x, r10.y
            mul r6.x, r6.x, cb6[r10.x + 15].z
            mul r7.w, r7.w, r7.w
            mad r7.w, r7.w, r3.y, l(1.000000)
            mul r7.w, r7.w, r7.w
            mul r7.w, r7.w, l(3.14159274)
            div r7.w, r3.w, r7.w
            mul r10.x, r9.w, r9.w
            mad r10.x, r10.x, r6.w, r4.w
            mul r10.x, r10.x, l(4.000000)
            rcp r10.x, r10.x
            mad r10.y, r9.w, l(-5.554730), l(-6.983160)
            mul r9.w, r9.w, r10.y
            exp r9.w, r9.w
            add r9.w, r9.w, l(0.040000)
            mad r10.yzw, r9.wwww, cb2[4].wwww, cb2[4].xxyz
            mul r7.w, r7.w, r10.x
            mul r10.xyz, r10.yzwy, r7.wwww
            mul r10.xyz, r7.xxxx, r10.xyzx
            mad r10.xyz, r5.yzwy, r6.xxxx, r10.xyzx
            mad r9.xyz, r10.xyzx, r11.xyzx, r9.xyzx
          endif 
        endif 
        iadd r6.z, r6.z, l(1)
        mov r5.x, r8.w
      endloop 
      mov r2.xyz, r9.xyzx
    endif 
  else 
    mov r2.xyz, l(0,0,0,0)
  endif 
  add r1.xyz, r1.xyzx, r2.xyzx
endif 
mul r0.x, r1.w, cb2[13].x
mul r0.xyz, r0.xxxx, r1.xyzx
mul o0.xyz, r0.xyzx, v5.wwww
mov o0.w, l(0)
ret 
// Approximately 400 instruction slots used
