// Water
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Fri Jun 02 13:35:11 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float TwoSidedSign;                // Offset:   64 Size:     4 [unused]
//   float3 CameraWorldPos;             // Offset:   68 Size:    12
//   float4 UniformPixelVector_0;       // Offset:   80 Size:    16
//   float4 UniformPixelVector_1;       // Offset:   96 Size:    16
//   float4 UniformPixelVector_2;       // Offset:  112 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  128 Size:    16
//   float4 UniformPixelScalars_1;      // Offset:  144 Size:    16 [unused]
//   float4 UniformPixelScalars_2;      // Offset:  160 Size:    16
//   float3x3 WorldToLocal;             // Offset:  176 Size:    44 [unused]
//   float4 GridSize;                   // Offset:  224 Size:    16 [unused]
//   float3 LightingChannelsAndModel;   // Offset:  240 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:  256 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:  272 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:  288 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:  304 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:  312 Size:     4 [unused]
//   bool4 bClusteredForwardRenderingOptions;// Offset:  320 Size:    16
//   float3 UpperSkyColor;              // Offset:  336 Size:    12
//   float3 LowerSkyColor;              // Offset:  352 Size:    12
//   bool bEnableSkyLight;              // Offset:  364 Size:     4
//   bool2 bEnableReflections;          // Offset:  368 Size:     8 [unused]
//   float3 WindowBlendPrepassWorldIncidentLighting;// Offset:  384 Size:    12
//   uint3 LightingChannelsInt;         // Offset:  400 Size:    12
//   float4 AmbientColorAndSkyFactor;   // Offset:  416 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  432 Size:     4 [unused]
//
// }
//
// cbuffer VSOffsetConstants
// {
//
//   float4x4 ViewProjectionMatrix;     // Offset:    0 Size:    64
//   float4x4 ViewProjectionMatrixNoTemporal;// Offset:   64 Size:    64 [unused]
//   float4 CameraPositionVS;           // Offset:  128 Size:    16 [unused]
//   float4 PreViewTranslation;         // Offset:  144 Size:    16 [unused]
//
// }
//
// cbuffer PSOffsetConstants
// {
//
//   float4 ScreenPositionScaleBias;    // Offset:    0 Size:    16
//   float4 MinZ_MaxZRatio;             // Offset:   16 Size:    16
//   float NvStereoEnabled;             // Offset:   32 Size:     4 [unused]
//   float MetallicOverrideParameter;   // Offset:   36 Size:     4 [unused]
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16 [unused]
//   float4 SpecularOverrideParameter;  // Offset:   64 Size:    16 [unused]
//   float4 CameraPositionPS;           // Offset:   80 Size:    16 [unused]
//   float4 ScreenAndTexelSize;         // Offset:   96 Size:    16 [unused]
//   float4 ViewClampRect;              // Offset:  112 Size:    16 [unused]
//   float2 ProjectionInvScale;         // Offset:  128 Size:     8 [unused]
//   float4x4 ViewProjectionMatrixPS;   // Offset:  144 Size:    64 [unused]
//   float2 SceneColorExponentBias;     // Offset:  208 Size:     8
//
// }
//
// 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
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// PointWrapSampler                  sampler      NA          NA    0        1
// TrilinearClampSampler             sampler      NA          NA    1        1
// SceneDepthTextureSampler          sampler      NA          NA    2        1
// ShadowComparisonSampler         sampler_c      NA          NA    3        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
// SceneDepthTexture                 texture  float4          2d    9        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
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float       
// TEXCOORD                 1   xyz         1     NONE   float   xyz 
// TEXCOORD                10   xyz         2     NONE   float   xyz 
// TEXCOORD                11   xyz         3     NONE   float   xyz 
// 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[27], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb6[1472], dynamicIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_comparison
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_texture2d (float,float,float,float) t9
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
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 15
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

mul r0.xyz, v5.yyyy, cb1[1].xywx
mad r0.xyz, cb1[0].xywx, v5.xxxx, r0.xyzx
mad r0.xyz, cb1[2].xywx, v5.zzzz, r0.xyzx

//Fix
add r30.w, r0.z, -r30.y
mul r30.w, r30.x, r30.w
add r0.x, r0.x, r30.w

mad r0.xyz, cb1[3].xywx, v5.wwww, r0.xyzx
dp3 r0.w, -v5.xyzx, -v5.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, -v5.xyzx
dp3 r2.x, r1.xyzx, v1.xyzx
dp3 r2.y, r1.xyzx, v2.xyzx
dp3 r2.z, r1.xyzx, v3.xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r2.xyzx
add r2.xyz, -cb0[5].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r3.xyz, cb0[6].xyzx, cb0[6].wwww
div r0.xy, r0.xyxx, r0.zzzz
mad r0.xy, r0.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, 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, -r0.z, r0.x
mul r0.y, r1.y, v2.z
mad r0.y, v1.z, r1.x, r0.y
mad r0.y, v3.z, r1.z, r0.y
mul r0.x, r0.y, r0.x
div r0.xy, r0.xxxx, cb0[8].xzxx
max r0.xy, |r0.xyxx|, l(0.000001, 0.000001, 0.000000, 0.000000)
log r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, cb0[8].ywyy
exp r0.xy, r0.xyxx
min r0.xy, r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mad r1.xyz, cb0[7].wwww, cb0[7].xyzx, -r3.xyzx
mad r1.xyz, r0.xxxx, r1.xyzx, r3.xyzx
mul r1.xyz, r0.yyyy, r1.xyzx
mul r1.xyz, r2.xyzx, r1.xyzx
if_nz cb0[22].w
  mul r2.xyz, r1.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
  mul r3.xyz, r2.xyzx, cb0[22].xyzx
  mad r2.xyz, r2.xyzx, cb0[21].xyzx, r3.xyzx
  mul r2.xyz, r2.xyzx, cb0[26].wwww
else 
  mov r2.xyz, l(0,0,0,0)
endif 
mad r2.xyz, cb0[24].xyzx, r1.xyzx, r2.xyzx
mad r2.xyz, r1.xyzx, cb0[26].xyzx, r2.xyzx
if_nz cb0[25].z
  if_nz cb0[20].x
    ftou r0.xw, v6.xxxy
    ushr r3.xy, r0.xwxx, l(6, 6, 0, 0)
    mul r0.x, r0.z, l(0.010000)
    log r0.x, r0.x
    mad r0.x, r0.x, l(3.11064339), l(1.000000)
    max r0.x, r0.x, l(0.000000)
    ftou r3.z, r0.x
    mov r3.w, l(0)
    ld_indexable(texture3d)(uint,uint,uint,uint) r0.xz, r3.xyzw, t2.xzyw
    and r0.w, r0.z, l(255)
    ubfe r3.xy, l(8, 8, 0, 0), l(8, 16, 0, 0), r0.zzzz
    iadd r0.x, r0.x, r3.y
    iadd r0.x, r3.x, r0.x
    if_nz cb0[20].z
      add r3.xyz, v5.xyzx, cb0[4].yzwy
      lod r0.z, r3.xyzx, t4.y, s0
      round_ne r0.z, r0.z
      exp r0.z, -r0.z
      mul r4.xyz, r0.zzzz, r3.xyzx
      sample_l_indexable(texture3d)(float,float,float,float) r4.xy, r4.xyzx, t4.xyzw, s0, l(0.000000)
      mul r1.xyz, r1.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
      mov r5.yz, l(0,-1.000000,1.000000,0)
      mov r6.y, l(-1.000000)
      mov r7.xyz, l(0,0,0,0)
      mov r0.z, r0.x
      mov r1.w, l(0)
      loop 
        uge r2.w, r1.w, r0.w
        breakc_nz r2.w
        iadd r2.w, r0.z, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r3.w, r0.zzzz, t1.yzwx
        imul null, r4.z, r3.w, l(23)
        and r4.w, cb0[25].x, cb6[r4.z + 2].w
        if_nz r4.w
          add r8.xyz, -r3.xyzx, cb6[r4.z + 0].xyzx
          mul r9.xyz, r8.xyzx, cb6[r4.z + 0].wwww
          dp3 r4.w, r9.xyzx, r9.xyzx
          min r4.w, r4.w, l(1.000000)
          add r4.w, -r4.w, l(1.000000)
          log r4.w, r4.w
          mul r4.w, r4.w, cb6[r4.z + 1].w
          exp r4.w, r4.w
          lt r6.z, l(0.000000), cb6[r4.z + 3].x
          if_nz r6.z
            dp3 r6.w, r8.xyzx, r8.xyzx
            rsq r6.w, r6.w
            mul r9.xyz, r6.wwww, r8.xyzx
            dp3 r6.w, r9.xyzx, -cb6[r4.z + 2].xyzx
            add r6.w, r6.w, -cb6[r4.z + 3].x
            mul_sat r6.w, r6.w, cb6[r4.z + 3].y
            mul r6.w, r6.w, r6.w
            mul r4.w, r4.w, r6.w
          endif 
          lt r6.w, l(0.000010), r4.w
          if_nz r6.w
            ine r6.w, l(0), cb6[r4.z + 3].z
            ieq r6.w, r6.w, l(-1)
            if_nz r6.w
              if_nz r6.z
                mul r9.xyzw, r3.yyyy, cb6[r4.z + 6].xyzw
                mad r9.xyzw, cb6[r4.z + 5].xyzw, r3.xxxx, r9.xyzw
                mad r9.xyzw, cb6[r4.z + 7].xyzw, r3.zzzz, r9.xyzw
                add r9.xyzw, r9.zxyw, cb6[r4.z + 8].zxyw
                div r6.zw, r9.yyyz, r9.wwww
              else 
                max r7.w, |r8.z|, |r8.y|
                max r7.w, r7.w, |r8.x|
                lt r9.yzw, l(0.000000, 0.000000, 0.000000, 0.000000), -r8.xxyz
                lt r10.xyz, -r8.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
                iadd r8.w, r9.y, -r10.x
                itof r5.x, r8.w
                mul r11.xy, r5.xyxx, -r8.zyzz
                eq r12.xyz, -r8.xyzx, |r8.xyzx|
                eq r10.xw, |r8.xxxy|, r7.wwww
                iadd r9.yz, -r9.zzwz, r10.yyzy
                itof r5.w, r9.y
                mul r13.xy, r5.zwzz, -r8.xzxx
                itof r6.x, r9.z
                mul r14.xy, r6.xyxx, -r8.xyxx
                movc r9.yzw, r12.xxyz, l(0,0,2,4), l(0,1,3,5)
                mov r13.z, r9.z
                mov r14.z, r9.w
                movc r10.yzw, r10.wwww, r13.xxyz, r14.xxyz
                mov r11.z, r9.y
                movc r9.yzw, r10.xxxx, r11.xxyz, r10.yyzw
                div r5.xw, r9.yyyz, r7.wwww
                imad r3.w, r3.w, l(23), r9.w
                mad r6.zw, r5.xxxw, cb6[r3.w + 17].xxxy, cb6[r3.w + 17].zzzw
                mul r9.x, r7.w, cb6[r4.z + 0].w
              endif 
              mad r10.xyzw, r4.yxxy, cb6[r4.z + 13].ywxz, cb6[r4.z + 14].ywxz
              mad r5.xw, r10.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r6.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r3.w, r5.xwxx, t3.xxxx, s3, r9.x
              mad r5.xw, -r10.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r6.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r5.x, r5.xwxx, t3.xxxx, s3, r9.x
              add r3.w, r3.w, r5.x
              mul r5.xw, r10.xxxy, l(-0.380423, 0.000000, 0.000000, -0.380423)
              mad r5.xw, r10.zzzw, l(-0.123607, 0.000000, 0.000000, -0.123607), r5.xxxw
              add r9.yz, r5.xxwx, r6.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r6.x, r9.yzyy, t3.xxxx, s3, r9.x
              add r3.w, r3.w, r6.x
              add r5.xw, -r5.xxxw, r6.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r5.x, r5.xwxx, t3.xxxx, s3, r9.x
              add r3.w, r3.w, r5.x
              mul r5.xw, r10.xxxy, l(0.352671, 0.000000, 0.000000, 0.352671)
              mad r5.xw, r10.zzzw, l(-0.485410, 0.000000, 0.000000, -0.485410), r5.xxxw
              add r9.yz, r5.xxwx, r6.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r6.x, r9.yzyy, t3.xxxx, s3, r9.x
              add r3.w, r3.w, r6.x
              add r5.xw, -r5.xxxw, r6.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r5.x, r5.xwxx, t3.xxxx, s3, r9.x
              add r3.w, r3.w, r5.x
              mul r11.xyzw, r10.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
              mad r5.xw, r10.zzzw, l(0.647214, 0.000000, 0.000000, 0.647214), r11.xxxy
              add r9.yz, r5.xxwx, r6.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r6.x, r9.yzyy, t3.xxxx, s3, r9.x
              add r3.w, r3.w, r6.x
              add r5.xw, -r5.xxxw, r6.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r5.x, r5.xwxx, t3.xxxx, s3, r9.x
              add r3.w, r3.w, r5.x
              mad r5.xw, r10.xxxy, l(-0.951057, 0.000000, 0.000000, -0.951057), r11.zzzw
              add r9.yz, r5.xxwx, r6.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r6.x, r9.yzyy, t3.xxxx, s3, r9.x
              add r3.w, r3.w, r6.x
              add r5.xw, -r5.xxxw, r6.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r5.x, r5.xwxx, t3.xxxx, s3, r9.x
              add r3.w, r3.w, r5.x
              mul r3.w, r3.w, l(0.100000)
              mul r3.w, r3.w, r3.w
              mul r4.w, r3.w, r4.w
            endif 
            mul r6.xzw, r4.wwww, cb6[r4.z + 1].xxyz
            ne r3.w, l(0.000000), cb6[r4.z + 4].x
            if_nz r3.w
              mul r9.xyz, -r8.yyyy, cb6[r4.z + 10].xyzx
              mad r8.xyw, cb6[r4.z + 9].xyxz, -r8.xxxx, r9.xyxz
              mad r8.xyz, cb6[r4.z + 11].xyzx, -r8.zzzz, r8.xywx
              div r5.xw, r8.xxxy, r8.zzzz
              mad r5.xw, r5.xxxw, cb6[r4.z + 4].xxxx, cb6[r4.z + 4].yyyz
              mov r5.xw, |r5.xxxw|
              mul_sat r3.w, r8.z, cb6[r4.z + 4].w
              sample_l_indexable(texture2d)(float,float,float,float) r8.xyz, r5.xwxx, t5.xyzw, s1, l(0.000000)
              add r9.xyz, -r8.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
              mad r8.xyz, r3.wwww, r9.xyzx, r8.xyzx
              mul r6.xzw, r6.xxzw, r8.xxyz
            endif 
            mad r7.xyz, r1.xyzx, r6.xzwx, r7.xyzx
          endif 
        endif 
        iadd r1.w, r1.w, l(1)
        mov r0.z, r2.w
      endloop 
    else 
      mov r7.xyz, l(0,0,0,0)
    endif 
  else 
    mov r7.xyz, l(0,0,0,0)
  endif 
  add r2.xyz, r2.xyzx, r7.xyzx
endif 
mul r0.xzw, cb0[5].xxyz, cb2[13].xxxx
mad r0.xzw, r2.xxyz, cb2[13].xxxx, r0.xxzw
add r1.x, -cb0[10].y, cb0[10].x
mad o0.w, r0.y, r1.x, cb0[10].y
mad o0.xyz, r0.xzwx, v4.wwww, v4.xyzx
ret 
// Approximately 214 instruction slots used
