// Shadows Lights Reflections DHR

cbuffer _Globals : register(b0)
{
  float3 LightingChannelsAndModel : packoffset(c0);
  float4 ShadowMapAtlasSize : packoffset(c1);
  float2 InvClusterScreenSize : packoffset(c2);
  float3 ReflectionShadowPlane : packoffset(c3);
  float2 ReflectionInvBufferSize : packoffset(c4);
  bool bShowLightComplexity : packoffset(c4.z);
  bool4 bClusteredForwardRenderingOptions : packoffset(c5);
  float3 DominantDirectionalLightDirection : packoffset(c6);
  float3 DominantDirectionalLightColor : packoffset(c7);
}

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);
}

cbuffer ClusteredLightsConstants : register(b6)
{

  struct
  {
    float4 PositionInvRadius;
    float4 ColorFalloffExponent;
    float3 Direction;
    uint LightingChannels;
    float2 SpotAngles;
    bool bCastShadows;
    float HairScatteringScale;
    float4 SimpleLightFunctionScaleBiasFade;
    float4x4 WorldToShadowMatrix;
    float3x3 WorldToLightMatrix;
    float4 ShadowClipScaleBias;
    float4 ShadowFilterScale;
    float4 ShadowFilterBias;
    float2 ShadowGradientParams;
    float DiffuseIntensity;
    float DiffuseBackfaceHack;
    bool bUseFakeWaterReflection;
    bool bCastNightVisionShadow;
    float4 FaceUVScaleBias[6];
  } ClusteredLights[64] : packoffset(c0);

}

cbuffer ClusteredReflectionsConstants : register(b8)
{

  struct
  {
    float3 Position;
    float ArrayIndex;
    float4 RotationXY;
    float3 Size;
    uint ReflectionChannels;
    float3 InvSize;
    float InvInnerEdgeTransition;
    float3 TransitionBias;
    float Fade;
    float3 TransitionScale;
    float MinMip;
  } ClusteredCubeMaps[64] : packoffset(c0);

}

SamplerState PointWrapSampler_s : register(s0);
SamplerState TrilinearClampSampler_s : register(s1);
SamplerState WorldNormalGBufferTextureSampler_s : register(s2);
SamplerState BaseColorGBufferTextureSampler_s : register(s3);
SamplerState SpecularGBufferTextureSampler_s : register(s4);
SamplerState SceneDepthTextureSampler_s : register(s5);
SamplerComparisonState ShadowComparisonSampler_s : register(s6);
Texture2D<float4> EnvironmentBRDFTexture : register(t0);
Buffer<uint> LightIndexListTexture : register(t1);
Texture3D<uint2> ClusteredTexture3D : register(t2);
Texture2D<float4> ShadowMapAtlasTexture : register(t3);
Texture3D<float4> RandomAngles3DTexture : register(t4);
Texture2D<float4> SimpleLightFunctionsAtlasTexture : register(t5);
TextureCubeArray<float4> EnvironmentReflectionTextureArray : register(t6);
Texture2D<float4> WorldNormalGBufferTexture : register(t7);
Texture2D<float4> BaseColorGBufferTexture : register(t8);
Texture2D<float4> SpecularGBufferTexture : register(t9);
Texture2D<float4> SceneDepthTexture : register(t10);
Texture2D<float4> ReflectionShadowMaskTexture : register(t11);
Texture2D<float4> NightVisionShadowsTexture : register(t12);


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

void main( 
  float4 v0 : TEXCOORD0,
  float3 v1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12,r13,r14,r15,r16,r17,r18,r19,r20;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r1.xyzw = WorldNormalGBufferTexture.SampleLevel(WorldNormalGBufferTextureSampler_s, r0.xy, 0).xyzw;
  r0.z = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.xy, 0).x;
  r0.w = 0.00100000005 + r1.w;
  r0.w = 3 * r0.w;
  r0.w = (uint)r0.w;
  r0.z = max(0.00100000994, r0.z);
  r0.z = r0.z * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.z = 1 / r0.z;
  
  //Fix
  float4 stereo = StereoParams.Load(0);
  matrix vp = MATRIX(ViewProjectionMatrixPS, 0);
  matrix ivp = inverse(vp);  
  float4 tmp = mul(vp, v1 * r0.z);
  tmp.x -= stereo.x * (tmp.w - stereo.y);
  v1 = mul(ivp, tmp) / r0.z;
  
  r2.xyz = v1.xyz * r0.zzz + CameraPositionPS.xyz;
  r1.w = RandomAngles3DTexture.CalculateLevelOfDetailUnclamped(PointWrapSampler_s, r2.xyz);
  if (r0.w != 0) {
    r3.xyzw = BaseColorGBufferTexture.SampleLevel(BaseColorGBufferTextureSampler_s, r0.xy, 0).xyzw;
    r4.xyzw = SpecularGBufferTexture.SampleLevel(SpecularGBufferTextureSampler_s, r0.xy, 0).xyzw;
    r5.xyz = r3.xyz * r3.xyz;
    r2.w = 0.00100000005 + r3.w;
    r2.w = 255 * r2.w;
    r2.w = (uint)r2.w;
    r3.w = 0.00100000005 + r4.w;
    r3.w = 31.875 * r3.w;
    r4.w = frac(r3.w);
    r4.w = 8 * r4.w;
    r4.w = (uint)r4.w;
    r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
    r5.w = dot(r1.xyz, r1.xyz);
    r5.w = rsqrt(r5.w);
    r1.xyz = r5.www * r1.xyz;
    r3.w = floor(r3.w);
    r5.w = 0.0322580636 * r3.w;
    r0.w = cmp((int)r0.w == 2);
    SceneDepthTexture.GetDimensions(0, fDest.x, fDest.y, fDest.z);
    r6.xy = fDest.xy;
    r6.z = dot(v1.xyz, v1.xyz);
    r6.z = rsqrt(r6.z);
    r7.xyz = v1.xyz * r6.zzz;
    r6.xy = r6.xy * r0.xy;
    r6.xy = (uint2)r6.xy;
    r8.xy = (uint2)r6.xy >> int2(6,6);
    r0.z = 0.00999999978 * r0.z;
    r0.z = log2(r0.z);
    r0.z = r0.z * 3.11064339 + 1;
    r0.z = max(0, r0.z);
    r8.z = (uint)r0.z;
    r8.w = 0;
    r8.xy = ClusteredTexture3D.Load(r8.xyzw).xy;
    r0.z = (int)r8.y & 255;
    if (8 == 0) r7.w = 0; else if (8+8 < 32) {     r7.w = (uint)r8.y << (32-(8 + 8)); r7.w = (uint)r7.w >> (32-8);    } else r7.w = (uint)r8.y >> 8;
    r1.w = round(r1.w);
    r1.w = exp2(-r1.w);
    r8.yzw = r2.xyz * r1.www;
    r8.yz = RandomAngles3DTexture.SampleLevel(PointWrapSampler_s, r8.yzw, 0).xy;
    r9.x = dot(r1.xyz, -r7.xyz);
    r1.w = cmp(r9.x < 0);
    r8.w = r9.x + r9.x;
    r10.xyz = r1.xyz * -r8.www + -r7.xyz;
    r10.xyz = r1.www ? r1.xyz : -r10.xyz;
    r1.w = (int)r4.w & 4;
    if (r1.w != 0) {
      r0.x = ReflectionShadowMaskTexture.SampleLevel(TrilinearClampSampler_s, r0.xy, 0).x;
      r0.y = -ReflectionShadowPlane.x + r2.z;
      r0.y = ReflectionShadowPlane.y * r0.y;
      r0.y = 1 + -abs(r0.y);
      r1.w = saturate(r1.z);
      r1.w = r1.w * r1.w;
      r8.w = r0.x + r4.z;
      r0.x = -r0.x * r4.z + r8.w;
      r0.y = r1.w * r0.y;
      r0.y = min(ReflectionShadowPlane.z, r0.y);
      r0.x = -1 + r0.x;
      r0.x = r0.y * r0.x + 1;
    } else {
      r0.x = r0.w ? r4.y : r5.w;
    }
    r9.x = saturate(r9.x);
    r9.y = r4.z;
    r9.xy = EnvironmentBRDFTexture.SampleLevel(TrilinearClampSampler_s, r9.xy, 0).xy;
    r0.y = log2(r4.z);
    r0.y = r0.y * 1.79999995 + 8;
    r1.w = MetallicOverrideParameter * r4.x;
    r3.xyz = r3.xyz * r3.xyz + float3(-0.0399999991,-0.0399999991,-0.0399999991);
    r3.xyz = r1.www * r3.xyz + float3(0.0399999991,0.0399999991,0.0399999991);
    r9.xyz = r3.xyz * r9.xxx + r9.yyy;
    r11.xyz = float3(0,0,0);
    r4.x = r8.x;
    r8.w = 0;
    r9.w = 0;
    while (true) {
      r10.w = cmp((uint)r9.w >= (uint)r7.w);
      if (r10.w != 0) break;
      r10.w = (int)r4.x + 1;
      r11.w = LightIndexListTexture.Load(r4.x).x;
      r11.w = (int)r11.w * 6;
      r12.x = (int)r4.w & (int)ClusteredCubeMaps[r11.w/6].ReflectionChannels;
      if (r12.x != 0) {
        r12.xyz = -ClusteredCubeMaps[r11.w/6].Position.xyz + r2.xyz;
        r13.x = dot(ClusteredCubeMaps[r11.w/6].RotationXY.xy, r12.xy);
        r13.y = dot(ClusteredCubeMaps[r11.w/6].RotationXY.zw, r12.xy);
        r13.z = ClusteredCubeMaps[r11.w/6].InvSize.z * r12.z;
        r12.xyz = saturate(ClusteredCubeMaps[r11.w/6].TransitionBias.xyz + abs(r13.xyz));
        r12.xyz = ClusteredCubeMaps[r11.w/6].TransitionScale.xyz * r12.xyz;
        r12.y = max(r12.y, r12.z);
        r12.x = max(r12.x, r12.y);
        r12.x = 1 + -r12.x;
        r12.y = cmp(0 < r12.x);
        if (r12.y != 0) {
          r14.x = dot(ClusteredCubeMaps[r11.w/6].RotationXY.xy, r10.xy);
          r14.y = dot(ClusteredCubeMaps[r11.w/6].RotationXY.zw, r10.xy);
          r14.z = ClusteredCubeMaps[r11.w/6].InvSize.z * r10.z;
          r12.yzw = cmp(float3(0,0,0) < r14.xyz);
          r15.xyz = cmp(r14.xyz < float3(0,0,0));
          r12.yzw = (int3)r12.yzw + (int3)-r15.xyz;
          r12.yzw = (int3)r12.yzw;
          r12.yzw = r13.xyz * r12.yzw + float3(1,1,1);
          r12.yzw = r12.yzw / abs(r14.xyz);
          r12.z = min(r12.z, r12.w);
          r12.y = min(r12.y, r12.z);
          r12.z = saturate(ClusteredCubeMaps[r11.w/6].InvInnerEdgeTransition * r12.y);
          r12.w = r12.x * r12.z;
          r13.xyz = r12.yyy * r10.xyz + r2.xyz;
          r13.xyz = -ClusteredCubeMaps[r11.w/6].Position.xyz + r13.xyz;
          r12.y = max(ClusteredCubeMaps[r11.w/6].MinMip, r0.y);
          r13.w = ClusteredCubeMaps[r11.w/6].ArrayIndex;
          r13.xyz = EnvironmentReflectionTextureArray.SampleLevel(TrilinearClampSampler_s, r13.xyzw, r12.y).xyz;
          r13.xyz = ClusteredCubeMaps[r11.w/6].Fade * r13.xyz;
          r13.xyz = r13.xyz * r9.xyz;
          r11.xyz = r13.xyz * r12.www + r11.xyz;
          r8.w = r12.x * r12.z + r8.w;
        }
      }
      r9.w = (int)r9.w + 1;
      r4.x = r10.w;
    }
    r0.y = cmp(1 < r8.w);
    r9.xyz = r11.xyz / r8.www;
    r9.xyz = r0.yyy ? r9.xyz : r11.xyz;
    r9.xyz = r9.xyz * r0.xxx;
    r0.x = (int)r7.w + (int)r8.x;
    r6.zw = float2(0,0);
    r0.y = NightVisionShadowsTexture.Load(r6.xyz).y;
    r6.xyz = r5.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
    r6.xyz = float3(0.318309873,0.318309873,0.318309873) * r6.xyz;
    r3.w = -r3.w * 0.0322580636 + 1;
    r4.x = r4.z * r4.z;
    r4.w = r4.x * r4.x;
    r6.w = 2 / r4.w;
    r6.w = -2 + r6.w;
    r6.w = max(9.99999975e-006, r6.w);
    r8.x = 3.14159274 * r4.w;
    r5.xyz = r1.www * -r5.xyz + r5.xyz;
    r5.xyz = r5.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
    r5.xyz = float3(0.318309873,0.318309873,0.318309873) * r5.xyz;
    r1.w = r4.x * r4.x + -0.999499977;
    r4.x = r4.z * 0.234375 + 0.015625;
    r4.z = 1 + -r4.x;
    r10.yz = float2(-1,1);
    r11.y = -1;
    r12.xyz = r9.xyz;
    r8.w = r0.x;
    r9.w = 0;
    r11.z = 0;
    while (true) {
      r11.w = cmp((uint)r11.z >= (uint)r0.z);
      if (r11.w != 0) break;
      r11.w = (int)r8.w + 1;
      r13.x = LightIndexListTexture.Load(r8.w).x;
      r13.y = (int)r13.x * 23;
      r13.z = (int)r2.w & (int)ClusteredLights[r13.y/23].LightingChannels;
      if (r13.z != 0) {
        r14.xyz = ClusteredLights[r13.y/23].PositionInvRadius.xyz + -r2.xyz;
        r15.xyz = ClusteredLights[r13.y/23].PositionInvRadius.www * r14.xyz;
        r13.z = dot(r15.xyz, r15.xyz);
        r13.z = min(1, r13.z);
        r13.z = 1 + -r13.z;
        r13.z = log2(r13.z);
        r13.z = ClusteredLights[r13.y/23].ColorFalloffExponent.w * r13.z;
        r13.z = exp2(r13.z);
        r13.w = cmp(0 < ClusteredLights[r13.y/23].SpotAngles.x);
        if (r13.w != 0) {
          r14.w = dot(r14.xyz, r14.xyz);
          r14.w = rsqrt(r14.w);
          r15.xyz = r14.xyz * r14.www;
          r14.w = dot(r15.xyz, -ClusteredLights[r13.y/23].Direction.xyz);
          r14.w = -ClusteredLights[r13.y/23].SpotAngles.x + r14.w;
          r14.w = saturate(ClusteredLights[r13.y/23].SpotAngles.y * r14.w);
          r14.w = r14.w * r14.w;
          r13.z = r14.w * r13.z;
        }
        r14.w = cmp(9.99999975e-006 < r13.z);
        r15.x = dot(r1.xyz, r14.xyz);
        r15.x = cmp(0 < r15.x);
        r15.x = (int)r0.w | (int)r15.x;
        r15.y = cmp(0 != ClusteredLights[r13.y/23].DiffuseBackfaceHack);
        r15.x = (int)r15.y | (int)r15.x;
        r14.w = r14.w ? r15.x : 0;
        if (r14.w != 0) {
          r14.w = cmp(0 != (int)ClusteredLights[r13.y/23].bCastShadows);
          r14.w = cmp((int)r14.w == -1);
          if (r14.w != 0) {
            if (r13.w != 0) {
              r15.xyzw = ClusteredLights[r13.y/23].WorldToShadowMatrix._m01_m11_m21_m31 * r2.yyyy;
              r15.xyzw = ClusteredLights[r13.y/23].WorldToShadowMatrix._m00_m10_m20_m30 * r2.xxxx + r15.xyzw;
              r15.xyzw = ClusteredLights[r13.y/23].WorldToShadowMatrix._m02_m12_m22_m32 * r2.zzzz + r15.xyzw;
              r15.xyzw = ClusteredLights[r13.y/23].WorldToShadowMatrix._m23_m03_m13_m33 + r15.zxyw;
              r15.yz = r15.yz / r15.ww;
            } else {
              r13.w = max(abs(r14.y), abs(r14.z));
              r13.w = max(abs(r14.x), r13.w);
              r16.xyz = cmp(float3(0,0,0) < -r14.xyz);
              r17.xyz = cmp(-r14.xyz < float3(0,0,0));
              r14.w = (int)r16.x + (int)-r17.x;
              r10.x = (int)r14.w;
              r18.xy = -r14.zy * r10.xy;
              r19.xyz = cmp(-r14.xyz == abs(r14.xyz));
              r16.xw = cmp(abs(r14.xy) == r13.ww);
              r16.yz = (int2)-r16.yz + (int2)r17.yz;
              r10.w = (int)r16.y;
              r17.xy = -r14.xz * r10.zw;
              r11.x = (int)r16.z;
              r20.xy = -r14.xy * r11.xy;
              r19.xyz = r19.xyz ? float3(0,2.80259693e-045,5.60519386e-045) : float3(1,3,5);
              r17.z = r19.y;
              r20.z = r19.z;
              r16.yzw = r16.www ? r17.xyz : r20.xyz;
              r18.z = r19.x;
              r16.xyz = r16.xxx ? r18.xyz : r16.yzw;
              r10.xw = r16.xy / r13.ww;
              r11.x = mad((int)r13.x, 23, (int)r16.z);
              r15.yz = r10.xw * ClusteredLights[r11.x].FaceUVScaleBias[0].xy + ClusteredLights[r11.x].FaceUVScaleBias[0].zw;
              r15.x = ClusteredLights[r13.y/23].PositionInvRadius.w * r13.w;
            }
            r16.xyzw = r8.zyyz * ClusteredLights[r13.y/23].ShadowFilterScale.ywxz + ClusteredLights[r13.y/23].ShadowFilterBias.ywxz;
            r10.xw = r16.zw * float2(0.200000003,0.200000003) + r15.yz;
            r10.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r10.xw, r15.x).x;
            r13.xw = -r16.zw * float2(0.200000003,0.200000003) + r15.yz;
            r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.xw, r15.x).x;
            r10.x = r10.x + r10.w;
            r13.xw = float2(-0.380423009,-0.380423009) * r16.xy;
            r13.xw = r16.zw * float2(-0.123607002,-0.123607002) + r13.xw;
            r17.xy = r15.yz + r13.xw;
            r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r17.xy, r15.x).x;
            r10.x = r10.x + r10.w;
            r13.xw = r15.yz + -r13.xw;
            r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.xw, r15.x).x;
            r10.x = r10.x + r10.w;
            r13.xw = float2(0.352670997,0.352670997) * r16.xy;
            r13.xw = r16.zw * float2(-0.485410005,-0.485410005) + r13.xw;
            r17.xy = r15.yz + r13.xw;
            r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r17.xy, r15.x).x;
            r10.x = r10.x + r10.w;
            r13.xw = r15.yz + -r13.xw;
            r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.xw, r15.x).x;
            r10.x = r10.x + r10.w;
            r17.xyzw = float4(0.470227987,0.470227987,0.309017003,0.309017003) * r16.xyzw;
            r13.xw = r16.zw * float2(0.647213995,0.647213995) + r17.xy;
            r16.zw = r15.yz + r13.xw;
            r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r16.zw, r15.x).x;
            r10.x = r10.x + r10.w;
            r13.xw = r15.yz + -r13.xw;
            r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.xw, r15.x).x;
            r10.x = r10.x + r10.w;
            r13.xw = r16.xy * float2(-0.951057017,-0.951057017) + r17.zw;
            r16.xy = r15.yz + r13.xw;
            r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r16.xy, r15.x).x;
            r10.x = r10.x + r10.w;
            r13.xw = r15.yz + -r13.xw;
            r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.xw, r15.x).x;
            r10.x = r10.x + r10.w;
            r10.x = 0.100000001 * r10.x;
            r10.x = r10.x * r10.x;
            r13.z = r13.z * r10.x;
          } else {
            if (ClusteredLights[r13.y/23].bCastNightVisionShadow != 0) {
              r13.z = r13.z * r0.y;
            }
          }
          r13.xzw = ClusteredLights[r13.y/23].ColorFalloffExponent.xyz * r13.zzz;
          r10.x = cmp(0.000000 != ClusteredLights[r13.y/23].SimpleLightFunctionScaleBiasFade.x);
          if (r10.x != 0) {
            r15.xyz = ClusteredLights[r13.y/23].WorldToLightMatrix._m01_m11_m21 * -r14.yyy;
            r15.xyz = ClusteredLights[r13.y/23].WorldToLightMatrix._m00_m10_m20 * -r14.xxx + r15.xyz;
            r15.xyz = ClusteredLights[r13.y/23].WorldToLightMatrix._m02_m12_m22 * -r14.zzz + r15.xyz;
            r10.xw = r15.xy / r15.zz;
            r10.xw = r10.xw * ClusteredLights[r13.y/23].SimpleLightFunctionScaleBiasFade.xx + ClusteredLights[r13.y/23].SimpleLightFunctionScaleBiasFade.yz;
            r10.xw = abs(r10.xw);
            r11.x = saturate(ClusteredLights[r13.y/23].SimpleLightFunctionScaleBiasFade.w * r15.z);
            r15.xyz = SimpleLightFunctionsAtlasTexture.SampleLevel(TrilinearClampSampler_s, r10.xw, 0).xyz;
            r16.xyz = float3(1,1,1) + -r15.xyz;
            r15.xyz = r11.xxx * r16.xyz + r15.xyz;
            r13.xzw = r15.xyz * r13.xzw;
          }
          if (r0.w != 0) {
            r10.x = dot(r14.xyz, r14.xyz);
            r10.x = rsqrt(r10.x);
            r15.xyz = r14.xyz * r10.xxx;
            r16.xyz = r14.xyz * r10.xxx + -r7.xyz;
            r10.x = dot(r16.xyz, r16.xyz);
            r10.x = rsqrt(r10.x);
            r16.xyz = r16.xyz * r10.xxx;
            r10.x = dot(r1.xyz, r15.xyz);
            r10.w = saturate(r10.x);
            r11.x = dot(r1.xyz, r16.xyz);
            r11.x = max(9.99999997e-007, r11.x);
            r11.x = min(1, r11.x);
            r10.x = saturate(r10.x * 5 + 0.5);
            r10.x = r10.x * r3.w + r5.w;
            r14.w = r10.w * 0.5 + 0.5;
            r10.x = r14.w * r10.x;
            r11.x = log2(r11.x);
            r11.x = r11.x * r6.w;
            r11.x = exp2(r11.x);
            r11.x = r11.x / r8.x;
            r10.w = r11.x * r10.w;
            r10.w = 0.00999999978 * r10.w;
            r15.xyz = r6.xyz * r10.xxx + r10.www;
            r12.xyz = r15.xyz * r13.xzw + r12.xyz;
          } else {
            r10.x = dot(r14.xyz, r14.xyz);
            r10.x = rsqrt(r10.x);
            r15.xyz = r14.xyz * r10.xxx;
            r14.xyz = r14.xyz * r10.xxx + -r7.xyz;
            r10.x = dot(r14.xyz, r14.xyz);
            r10.x = rsqrt(r10.x);
            r14.xyz = r14.xyz * r10.xxx;
            r10.x = dot(r1.xyz, r15.xyz);
            r10.w = saturate(r10.x);
            r11.x = saturate(dot(r1.xyz, r14.xyz));
            r14.x = saturate(dot(r15.xyz, r14.xyz));
            r14.y = ClusteredLights[r13.y/23].DiffuseBackfaceHack + r10.x;
            r14.y = 0.333330005 * r14.y;
            r10.x = saturate(max(r14.y, r10.x));
            r10.x = ClusteredLights[r13.y/23].DiffuseIntensity * r10.x;
            r11.x = r11.x * r11.x;
            r11.x = r11.x * r1.w + 1;
            r11.x = r11.x * r11.x;
            r11.x = 3.14159274 * r11.x;
            r11.x = r4.w / r11.x;
            r13.y = r14.x * r14.x;
            r13.y = r13.y * r4.z + r4.x;
            r13.y = 4 * r13.y;
            r13.y = rcp(r13.y);
            r14.y = r14.x * -5.55472994 + -6.98316002;
            r14.x = r14.y * r14.x;
            r14.x = exp2(r14.x);
            r14.xyz = r14.xxx + r3.xyz;
            r14.xyz = r14.xyz * SpecularOverrideParameter.www + SpecularOverrideParameter.xyz;
            r11.x = r13.y * r11.x;
            r14.xyz = r11.xxx * r14.xyz;
            r14.xyz = r14.xyz * r10.www;
            r14.xyz = r5.xyz * r10.xxx + r14.xyz;
            r12.xyz = r14.xyz * r13.xzw + r12.xyz;
          }
        }
        r9.w = (int)r9.w + 1;
      }
      r11.z = (int)r11.z + 1;
      r8.w = r11.w;
    }
    r0.x = (int)r7.w + (int)r9.w;
    r0.x = (uint)r0.x;
    r0.x = 0.25 * r0.x;
    r0.x = min(1, r0.x);
    r0.y = cmp(0 < r0.x);
    r12.w = 0;
    r0.xzw = r0.xxx * float3(1,-1,0) + r12.wyw;
    r1.xz = r12.xz;
    r1.y = 1;
    r0.xzw = r1.xyz + r0.xzw;
    r0.xyz = r0.yyy ? r0.xzw : r12.xyz;
    r0.xyz = bShowLightComplexity ? r0.xyz : r12.xyz;
    r0.xyz = r0.xyz * r4.yyy;
    r0.xyz = SceneColorExponentBias.xxx * r0.xyz;
  } else {
    r0.xyz = float3(0,0,0);
  }
  o0.xyz = r0.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float3 LightingChannelsAndModel;   // Offset:    0 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:   16 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:   32 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:   48 Size:    12
//   float2 ReflectionInvBufferSize;    // Offset:   64 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:   72 Size:     4
//   bool4 bClusteredForwardRenderingOptions;// Offset:   80 Size:    16 [unused]
//   float3 DominantDirectionalLightDirection;// Offset:   96 Size:    12 [unused]
//   float3 DominantDirectionalLightColor;// Offset:  112 Size:    12 [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
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16
//   float4 SpecularOverrideParameter;  // Offset:   64 Size:    16
//   float4 CameraPositionPS;           // Offset:   80 Size:    16
//   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
// WorldNormalGBufferTextureSampler    sampler      NA          NA    2        1
// BaseColorGBufferTextureSampler    sampler      NA          NA    3        1
// SpecularGBufferTextureSampler     sampler      NA          NA    4        1
// SceneDepthTextureSampler          sampler      NA          NA    5        1
// ShadowComparisonSampler         sampler_c      NA          NA    6        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
// WorldNormalGBufferTexture         texture  float4          2d    7        1
// BaseColorGBufferTexture           texture  float4          2d    8        1
// SpecularGBufferTexture            texture  float4          2d    9        1
// SceneDepthTexture                 texture  float4          2d   10        1
// ReflectionShadowMaskTexture       texture  float4          2d   11        1
// NightVisionShadowsTexture         texture  float4          2d   12        1
// $Globals                          cbuffer      NA          NA    0        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                 0   xyzw        0     NONE   float   xy  
// TEXCOORD                 1   xyz         1     NONE   float   xyz 
//
//
// 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[5], 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_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_texture2d (float,float,float,float) t7
dcl_resource_texture2d (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_input_ps linear v0.xy
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 21
mad r0.xy, v0.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t7.xyzw, s2, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t10.yzxw, s5, l(0.000000)
add r0.w, r1.w, l(0.001000)
mul r0.w, r0.w, l(3.000000)
ftou r0.w, r0.w
max r0.z, r0.z, l(0.001000)
mad r0.z, r0.z, cb2[1].z, -cb2[1].w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mad r2.xyz, v1.xyzx, r0.zzzz, cb2[5].xyzx
lod r1.w, r2.xyzx, t4.y, s0
if_nz r0.w
  sample_l_indexable(texture2d)(float,float,float,float) r3.xyzw, r0.xyxx, t8.xyzw, s3, l(0.000000)
  sample_l_indexable(texture2d)(float,float,float,float) r4.xyzw, r0.xyxx, t9.xyzw, s4, l(0.000000)
  mul r5.xyz, r3.xyzx, r3.xyzx
  add r2.w, r3.w, l(0.001000)
  mul r2.w, r2.w, l(255.000000)
  ftou r2.w, r2.w
  add r3.w, r4.w, l(0.001000)
  mul r3.w, r3.w, l(31.875000)
  frc r4.w, r3.w
  mul r4.w, r4.w, l(8.000000)
  ftou r4.w, r4.w
  mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
  dp3 r5.w, r1.xyzx, r1.xyzx
  rsq r5.w, r5.w
  mul r1.xyz, r1.xyzx, r5.wwww
  round_ni r3.w, r3.w
  mul r5.w, r3.w, l(0.032258)
  ieq r0.w, r0.w, l(2)
  resinfo_indexable(texture2d)(float,float,float,float) r6.xy, l(0), t10.xyzw
  dp3 r6.z, v1.xyzx, v1.xyzx
  rsq r6.z, r6.z
  mul r7.xyz, r6.zzzz, v1.xyzx
  mul r6.xy, r0.xyxx, r6.xyxx
  ftou r6.xy, r6.xyxx
  ushr r8.xy, r6.xyxx, l(6, 6, 0, 0)
  mul r0.z, r0.z, l(0.010000)
  log r0.z, r0.z
  mad r0.z, r0.z, l(3.110643), l(1.000000)
  max r0.z, r0.z, l(0.000000)
  ftou r8.z, r0.z
  mov r8.w, l(0)
  ld_indexable(texture3d)(uint,uint,uint,uint) r8.xy, r8.xyzw, t2.xyzw
  and r0.z, r8.y, l(255)
  ubfe r7.w, l(8), l(8), r8.y
  round_ne r1.w, r1.w
  exp r1.w, -r1.w
  mul r8.yzw, r1.wwww, r2.xxyz
  sample_l_indexable(texture3d)(float,float,float,float) r8.yz, r8.yzwy, t4.zxyw, s0, l(0.000000)
  dp3 r9.x, r1.xyzx, -r7.xyzx
  lt r1.w, r9.x, l(0.000000)
  add r8.w, r9.x, r9.x
  mad r10.xyz, r1.xyzx, -r8.wwww, -r7.xyzx
  movc r10.xyz, r1.wwww, r1.xyzx, -r10.xyzx
  and r1.w, r4.w, l(4)
  if_nz r1.w
    sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t11.xyzw, s1, l(0.000000)
    add r0.y, r2.z, -cb0[3].x
    mul r0.y, r0.y, cb0[3].y
    add r0.y, -|r0.y|, l(1.000000)
    mov_sat r1.w, r1.z
    mul r1.w, r1.w, r1.w
    add r8.w, r4.z, r0.x
    mad r0.x, -r0.x, r4.z, r8.w
    mul r0.y, r0.y, r1.w
    min r0.y, r0.y, cb0[3].z
    add r0.x, r0.x, l(-1.000000)
    mad r0.x, r0.y, r0.x, l(1.000000)
  else 
    movc r0.x, r0.w, r4.y, r5.w
  endif 
  mov_sat r9.x, r9.x
  mov r9.y, r4.z
  sample_l_indexable(texture2d)(float,float,float,float) r9.xy, r9.xyxx, t0.xyzw, s1, l(0.000000)
  log r0.y, r4.z
  mad r0.y, r0.y, l(1.800000), l(8.000000)
  mul r1.w, r4.x, cb2[2].y
  mad r3.xyz, r3.xyzx, r3.xyzx, l(-0.040000, -0.040000, -0.040000, 0.000000)
  mad r3.xyz, r1.wwww, r3.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000)
  mad r9.xyz, r3.xyzx, r9.xxxx, r9.yyyy
  mov r11.xyz, l(0,0,0,0)
  mov r4.x, r8.x
  mov r8.w, l(0)
  mov r9.w, l(0)
  loop 
    uge r10.w, r9.w, r7.w
    breakc_nz r10.w
    iadd r10.w, r4.x, l(1)
    ld_indexable(buffer)(uint,uint,uint,uint) r11.w, r4.xxxx, t1.yzwx
    imul null, r11.w, r11.w, l(6)
    and r12.x, r4.w, cb8[r11.w + 2].w
    if_nz r12.x
      add r12.xyz, r2.xyzx, -cb8[r11.w + 0].xyzx
      dp2 r13.x, cb8[r11.w + 1].xyxx, r12.xyxx
      dp2 r13.y, cb8[r11.w + 1].zwzz, r12.xyxx
      mul r13.z, r12.z, cb8[r11.w + 3].z
      add_sat r12.xyz, |r13.xyzx|, cb8[r11.w + 4].xyzx
      mul r12.xyz, r12.xyzx, cb8[r11.w + 5].xyzx
      max r12.y, r12.z, r12.y
      max r12.x, r12.y, r12.x
      add r12.x, -r12.x, l(1.000000)
      lt r12.y, l(0.000000), r12.x
      if_nz r12.y
        dp2 r14.x, cb8[r11.w + 1].xyxx, r10.xyxx
        dp2 r14.y, cb8[r11.w + 1].zwzz, r10.xyxx
        mul r14.z, r10.z, cb8[r11.w + 3].z
        lt r12.yzw, l(0.000000, 0.000000, 0.000000, 0.000000), r14.xxyz
        lt r15.xyz, r14.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
        iadd r12.yzw, r12.yyzw, -r15.xxyz
        itof r12.yzw, r12.yyzw
        mad r12.yzw, r13.xxyz, r12.yyzw, l(0.000000, 1.000000, 1.000000, 1.000000)
        div r12.yzw, r12.yyzw, |r14.xxyz|
        min r12.z, r12.w, r12.z
        min r12.y, r12.z, r12.y
        mul_sat r12.z, r12.y, cb8[r11.w + 3].w
        mul r12.w, r12.z, r12.x
        mad r13.xyz, r12.yyyy, r10.xyzx, r2.xyzx
        add r13.xyz, r13.xyzx, -cb8[r11.w + 0].xyzx
        max r12.y, r0.y, cb8[r11.w + 5].w
        mov r13.w, cb8[r11.w + 0].w
        sample_l_indexable(texturecubearray)(float,float,float,float) r13.xyz, r13.xyzw, t6.xyzw, s1, r12.y
        mul r13.xyz, r13.xyzx, cb8[r11.w + 4].wwww
        mul r13.xyz, r9.xyzx, r13.xyzx
        mad r11.xyz, r13.xyzx, r12.wwww, r11.xyzx
        mad r8.w, r12.x, r12.z, r8.w
      endif 
    endif 
    iadd r9.w, r9.w, l(1)
    mov r4.x, r10.w
  endloop 
  lt r0.y, l(1.000000), r8.w
  div r9.xyz, r11.xyzx, r8.wwww
  movc r9.xyz, r0.yyyy, r9.xyzx, r11.xyzx
  mul r9.xyz, r0.xxxx, r9.xyzx
  iadd r0.x, r7.w, r8.x
  mov r6.zw, l(0,0,0,0)
  ld_indexable(texture2d)(float,float,float,float) r0.y, r6.xyzw, t12.xyzw
  mad r6.xyz, r5.xyzx, cb2[3].wwww, cb2[3].xyzx
  mul r6.xyz, r6.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000)
  mad r3.w, -r3.w, l(0.032258), l(1.000000)
  mul r4.x, r4.z, r4.z
  mul r4.w, r4.x, r4.x
  div r6.w, l(2.000000), r4.w
  add r6.w, r6.w, l(-2.000000)
  max r6.w, r6.w, l(0.000010)
  mul r8.x, r4.w, l(3.141593)
  mad r5.xyz, r1.wwww, -r5.xyzx, r5.xyzx
  mad r5.xyz, r5.xyzx, cb2[3].wwww, cb2[3].xyzx
  mul r5.xyz, r5.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000)
  mad r1.w, r4.x, r4.x, l(-0.999500)
  mad r4.x, r4.z, l(0.234375), l(0.015625)
  add r4.z, -r4.x, l(1.000000)
  mov r10.yz, l(0,-1.000000,1.000000,0)
  mov r11.y, l(-1.000000)
  mov r12.xyz, r9.xyzx
  mov r8.w, r0.x
  mov r9.w, l(0)
  mov r11.z, l(0)
  loop 
    uge r11.w, r11.z, r0.z
    breakc_nz r11.w
    iadd r11.w, r8.w, l(1)
    ld_indexable(buffer)(uint,uint,uint,uint) r13.x, r8.wwww, t1.xyzw
    imul null, r13.y, r13.x, l(23)
    and r13.z, r2.w, cb6[r13.y + 2].w
    if_nz r13.z
      add r14.xyz, -r2.xyzx, cb6[r13.y + 0].xyzx
      mul r15.xyz, r14.xyzx, cb6[r13.y + 0].wwww
      dp3 r13.z, r15.xyzx, r15.xyzx
      min r13.z, r13.z, l(1.000000)
      add r13.z, -r13.z, l(1.000000)
      log r13.z, r13.z
      mul r13.z, r13.z, cb6[r13.y + 1].w
      exp r13.z, r13.z
      lt r13.w, l(0.000000), cb6[r13.y + 3].x
      if_nz r13.w
        dp3 r14.w, r14.xyzx, r14.xyzx
        rsq r14.w, r14.w
        mul r15.xyz, r14.wwww, r14.xyzx
        dp3 r14.w, r15.xyzx, -cb6[r13.y + 2].xyzx
        add r14.w, r14.w, -cb6[r13.y + 3].x
        mul_sat r14.w, r14.w, cb6[r13.y + 3].y
        mul r14.w, r14.w, r14.w
        mul r13.z, r13.z, r14.w
      endif 
      lt r14.w, l(0.000010), r13.z
      dp3 r15.x, r1.xyzx, r14.xyzx
      lt r15.x, l(0.000000), r15.x
      or r15.x, r0.w, r15.x
      ne r15.y, l(0.000000, 0.000000, 0.000000, 0.000000), cb6[r13.y + 15].w
      or r15.x, r15.y, r15.x
      and r14.w, r14.w, r15.x
      if_nz r14.w
        ine r14.w, l(0), cb6[r13.y + 3].z
        ieq r14.w, r14.w, l(-1)
        if_nz r14.w
          if_nz r13.w
            mul r15.xyzw, r2.yyyy, cb6[r13.y + 6].xyzw
            mad r15.xyzw, cb6[r13.y + 5].xyzw, r2.xxxx, r15.xyzw
            mad r15.xyzw, cb6[r13.y + 7].xyzw, r2.zzzz, r15.xyzw
            add r15.xyzw, r15.zxyw, cb6[r13.y + 8].zxyw
            div r15.yz, r15.yyzy, r15.wwww
          else 
            max r13.w, |r14.z|, |r14.y|
            max r13.w, r13.w, |r14.x|
            lt r16.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), -r14.xyzx
            lt r17.xyz, -r14.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
            iadd r14.w, r16.x, -r17.x
            itof r10.x, r14.w
            mul r18.xy, r10.xyxx, -r14.zyzz
            eq r19.xyz, -r14.xyzx, |r14.xyzx|
            eq r16.xw, |r14.xxxy|, r13.wwww
            iadd r16.yz, -r16.yyzy, r17.yyzy
            itof r10.w, r16.y
            mul r17.xy, r10.zwzz, -r14.xzxx
            itof r11.x, r16.z
            mul r20.xy, r11.xyxx, -r14.xyxx
            movc r19.xyz, r19.xyzx, l(0,2,4,0), l(1,3,5,0)
            mov r17.z, r19.y
            mov r20.z, r19.z
            movc r16.yzw, r16.wwww, r17.xxyz, r20.xxyz
            mov r18.z, r19.x
            movc r16.xyz, r16.xxxx, r18.xyzx, r16.yzwy
            div r10.xw, r16.xxxy, r13.wwww
            imad r11.x, r13.x, l(23), r16.z
            mad r15.yz, r10.xxwx, cb6[r11.x + 17].xxyx, cb6[r11.x + 17].zzwz
            mul r15.x, r13.w, cb6[r13.y + 0].w
          endif 
          mad r16.xyzw, r8.zyyz, cb6[r13.y + 13].ywxz, cb6[r13.y + 14].ywxz
          mad r10.xw, r16.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.x, r10.xwxx, t3.xxxx, s6, r15.x
          mad r13.xw, -r16.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.xwxx, t3.xxxx, s6, r15.x
          add r10.x, r10.w, r10.x
          mul r13.xw, r16.xxxy, l(-0.380423, 0.000000, 0.000000, -0.380423)
          mad r13.xw, r16.zzzw, l(-0.123607, 0.000000, 0.000000, -0.123607), r13.xxxw
          add r17.xy, r13.xwxx, r15.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r17.xyxx, t3.xxxx, s6, r15.x
          add r10.x, r10.w, r10.x
          add r13.xw, -r13.xxxw, r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.xwxx, t3.xxxx, s6, r15.x
          add r10.x, r10.w, r10.x
          mul r13.xw, r16.xxxy, l(0.352671, 0.000000, 0.000000, 0.352671)
          mad r13.xw, r16.zzzw, l(-0.485410, 0.000000, 0.000000, -0.485410), r13.xxxw
          add r17.xy, r13.xwxx, r15.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r17.xyxx, t3.xxxx, s6, r15.x
          add r10.x, r10.w, r10.x
          add r13.xw, -r13.xxxw, r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.xwxx, t3.xxxx, s6, r15.x
          add r10.x, r10.w, r10.x
          mul r17.xyzw, r16.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
          mad r13.xw, r16.zzzw, l(0.647214, 0.000000, 0.000000, 0.647214), r17.xxxy
          add r16.zw, r13.xxxw, r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r16.zwzz, t3.xxxx, s6, r15.x
          add r10.x, r10.w, r10.x
          add r13.xw, -r13.xxxw, r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.xwxx, t3.xxxx, s6, r15.x
          add r10.x, r10.w, r10.x
          mad r13.xw, r16.xxxy, l(-0.951057, 0.000000, 0.000000, -0.951057), r17.zzzw
          add r16.xy, r13.xwxx, r15.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r16.xyxx, t3.xxxx, s6, r15.x
          add r10.x, r10.w, r10.x
          add r13.xw, -r13.xxxw, r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.xwxx, t3.xxxx, s6, r15.x
          add r10.x, r10.w, r10.x
          mul r10.x, r10.x, l(0.100000)
          mul r10.x, r10.x, r10.x
          mul r13.z, r10.x, r13.z
        else 
          if_nz cb6[r13.y + 16].y
            mul r13.z, r0.y, r13.z
          endif 
        endif 
        mul r13.xzw, r13.zzzz, cb6[r13.y + 1].xxyz
        ne r10.x, l(0.000000), cb6[r13.y + 4].x
        if_nz r10.x
          mul r15.xyz, -r14.yyyy, cb6[r13.y + 10].xyzx
          mad r15.xyz, cb6[r13.y + 9].xyzx, -r14.xxxx, r15.xyzx
          mad r15.xyz, cb6[r13.y + 11].xyzx, -r14.zzzz, r15.xyzx
          div r10.xw, r15.xxxy, r15.zzzz
          mad r10.xw, r10.xxxw, cb6[r13.y + 4].xxxx, cb6[r13.y + 4].yyyz
          mov r10.xw, |r10.xxxw|
          mul_sat r11.x, r15.z, cb6[r13.y + 4].w
          sample_l_indexable(texture2d)(float,float,float,float) r15.xyz, r10.xwxx, t5.xyzw, s1, l(0.000000)
          add r16.xyz, -r15.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
          mad r15.xyz, r11.xxxx, r16.xyzx, r15.xyzx
          mul r13.xzw, r13.xxzw, r15.xxyz
        endif 
        if_nz r0.w
          dp3 r10.x, r14.xyzx, r14.xyzx
          rsq r10.x, r10.x
          mul r15.xyz, r10.xxxx, r14.xyzx
          mad r16.xyz, r14.xyzx, r10.xxxx, -r7.xyzx
          dp3 r10.x, r16.xyzx, r16.xyzx
          rsq r10.x, r10.x
          mul r16.xyz, r10.xxxx, r16.xyzx
          dp3 r10.x, r1.xyzx, r15.xyzx
          mov_sat r10.w, r10.x
          dp3 r11.x, r1.xyzx, r16.xyzx
          max r11.x, r11.x, l(0.000001)
          min r11.x, r11.x, l(1.000000)
          mad_sat r10.x, r10.x, l(5.000000), l(0.500000)
          mad r10.x, r10.x, r3.w, r5.w
          mad r14.w, r10.w, l(0.500000), l(0.500000)
          mul r10.x, r10.x, r14.w
          log r11.x, r11.x
          mul r11.x, r6.w, r11.x
          exp r11.x, r11.x
          div r11.x, r11.x, r8.x
          mul r10.w, r10.w, r11.x
          mul r10.w, r10.w, l(0.010000)
          mad r15.xyz, r6.xyzx, r10.xxxx, r10.wwww
          mad r12.xyz, r15.xyzx, r13.xzwx, r12.xyzx
        else 
          dp3 r10.x, r14.xyzx, r14.xyzx
          rsq r10.x, r10.x
          mul r15.xyz, r10.xxxx, r14.xyzx
          mad r14.xyz, r14.xyzx, r10.xxxx, -r7.xyzx
          dp3 r10.x, r14.xyzx, r14.xyzx
          rsq r10.x, r10.x
          mul r14.xyz, r10.xxxx, r14.xyzx
          dp3 r10.x, r1.xyzx, r15.xyzx
          mov_sat r10.w, r10.x
          dp3_sat r11.x, r1.xyzx, r14.xyzx
          dp3_sat r14.x, r15.xyzx, r14.xyzx
          add r14.y, r10.x, cb6[r13.y + 15].w
          mul r14.y, r14.y, l(0.333330)
          max_sat r10.x, r10.x, r14.y
          mul r10.x, r10.x, cb6[r13.y + 15].z
          mul r11.x, r11.x, r11.x
          mad r11.x, r11.x, r1.w, l(1.000000)
          mul r11.x, r11.x, r11.x
          mul r11.x, r11.x, l(3.141593)
          div r11.x, r4.w, r11.x
          mul r13.y, r14.x, r14.x
          mad r13.y, r13.y, r4.z, r4.x
          mul r13.y, r13.y, l(4.000000)
          rcp r13.y, r13.y
          mad r14.y, r14.x, l(-5.554730), l(-6.983160)
          mul r14.x, r14.x, r14.y
          exp r14.x, r14.x
          add r14.xyz, r3.xyzx, r14.xxxx
          mad r14.xyz, r14.xyzx, cb2[4].wwww, cb2[4].xyzx
          mul r11.x, r11.x, r13.y
          mul r14.xyz, r14.xyzx, r11.xxxx
          mul r14.xyz, r10.wwww, r14.xyzx
          mad r14.xyz, r5.xyzx, r10.xxxx, r14.xyzx
          mad r12.xyz, r14.xyzx, r13.xzwx, r12.xyzx
        endif 
      endif 
      iadd r9.w, r9.w, l(1)
    endif 
    iadd r11.z, r11.z, l(1)
    mov r8.w, r11.w
  endloop 
  iadd r0.x, r7.w, r9.w
  utof r0.x, r0.x
  mul r0.x, r0.x, l(0.250000)
  min r0.x, r0.x, l(1.000000)
  lt r0.y, l(0.000000), r0.x
  mov r12.w, l(0)
  mad r0.xzw, r0.xxxx, l(1.000000, 0.000000, -1.000000, 0.000000), r12.wwyw
  mov r1.xz, r12.xxzx
  mov r1.y, l(1.000000)
  add r0.xzw, r0.xxzw, r1.xxyz
  movc r0.xyz, r0.yyyy, r0.xzwx, r12.xyzx
  movc r0.xyz, cb0[4].zzzz, r0.xyzx, r12.xyzx
  mul r0.xyz, r4.yyyy, r0.xyzx
  mul r0.xyz, r0.xyzx, cb2[13].xxxx
else 
  mov r0.xyz, l(0,0,0,0)
endif 
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret 
// Approximately 376 instruction slots used

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


/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HLSL errors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D:\GAMES\Outlast 2\Binaries\Win64\ShaderCache\31a389998476858a-ps_replace.txt(209,28-32): error X3004: undeclared identifier 'int18'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
