// Glass Halo

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float3 CameraWorldPos : packoffset(c4);
  bool bEnableScreenDoorFade : packoffset(c4.w);
  float4 ScreenDoorFadeSettings : packoffset(c5);
  float4 ScreenDoorFadeSettings2 : packoffset(c6);
  float4 UniformPixelVector_0 : packoffset(c7);
  float4 UniformPixelVector_1 : packoffset(c8);
  float4 UniformPixelVector_2 : packoffset(c9);
  float4 UniformPixelScalars_0 : packoffset(c10);
  float4 UniformPixelScalars_1 : packoffset(c11);
}

cbuffer PSOffsetConstants : register(b2)
{
  float4 ScreenPositionScaleBias : packoffset(c0);
  float4 MinZ_MaxZRatio : packoffset(c1);
  float NvStereoEnabled : packoffset(c2);
  float MetallicOverrideParameter : packoffset(c2.y);
  float4 DiffuseOverrideParameter : packoffset(c3);
  float4 SpecularOverrideParameter : packoffset(c4);
  float4 CameraPositionPS : packoffset(c5);
  float4 ScreenAndTexelSize : packoffset(c6);
  float4 ViewClampRect : packoffset(c7);
  float2 ProjectionInvScale : packoffset(c8);
  float4x4 ViewProjectionMatrixPS : packoffset(c9);
  float2 SceneColorExponentBias : packoffset(c13);
}

SamplerState SceneDepthTextureSampler_s_s : register(s2);
SamplerState PixelTexture2D_0Sampler_s_s : register(s3);
Texture2D<float4> SceneDepthTexture : register(t1);
Texture2D<float4> PixelTexture2D_0 : register(t2);


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


void main( 
  linear centroid float4 v0 : TEXCOORD10,
  linear centroid float4 v1 : TEXCOORD11,
  float4 v2 : COLOR0,
  linear centroid float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD5,
  float4 v5 : TEXCOORD6,
  uint v6 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v1.xyz, v1.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = v1.yzx * r0.xxx;
  r0.w = dot(v0.xyz, v0.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = v0.xyz * r0.www;
  r2.xyz = r1.yzx * r0.yzx;
  r0.xyz = r0.xyz * r1.zxy + -r2.xyz;
  r0.xyz = v1.www * r0.xyz;
  r2.xyz = PixelTexture2D_0.SampleBias(PixelTexture2D_0Sampler_s_s, v3.xy, 0).xyz;
  r2.xyz = r2.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r0.y = dot(r0.xyz, r2.xyz);
  r0.x = dot(r1.xyz, r2.xyz);
  r0.xyzw = UniformPixelScalars_1.wwww * r0.xyxy;
  r1.x = dot(r0.zw, r0.zw);
  r1.x = -0.100000001 + r1.x;
  r1.x = cmp(r1.x < 0);
  if (r1.x != 0) discard;
  
  //Fix Halo
  float4 stereo = StereoParams.Load(0);
  v4.x += stereo.x * (v4.w - stereo.y); 
  
  r1.xy = v4.xy / v4.ww;
  r1.xy = r1.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r0.zw = float2(8,8) * r0.zw;
  r0.xy = r0.xy * float2(0.00392156886,-0.00392156886) + r1.xy;
  r0.zw = max(float2(-255,-255), r0.zw);
  r0.zw = min(float2(255,255), r0.zw);
  r0.zw = float2(0.00392156886,0.00392156886) * r0.zw;
  r0.x = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s_s, r0.xy, 0).x;
  r0.x = max(0.00100000994, r0.x);
  r0.x = r0.x * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.x = 1 / r0.x;
  r0.x = cmp(v4.w >= r0.x);
  o0.xy = r0.xx ? float2(0,0) : r0.zw;
  o0.zw = float2(0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Wed Jun 07 22:35:54 2017
//
//
// Buffer Definitions: 
//
// cbuffer _Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12 [unused]
//   bool bEnableScreenDoorFade;        // Offset:   76 Size:     4 [unused]
//   float4 ScreenDoorFadeSettings;     // Offset:   80 Size:    16 [unused]
//   float4 ScreenDoorFadeSettings2;    // Offset:   96 Size:    16 [unused]
//   float4 UniformPixelVector_0;       // Offset:  112 Size:    16 [unused]
//   float4 UniformPixelVector_1;       // Offset:  128 Size:    16 [unused]
//   float4 UniformPixelVector_2;       // Offset:  144 Size:    16 [unused]
//   float4 UniformPixelScalars_0;      // Offset:  160 Size:    16 [unused]
//   float4 UniformPixelScalars_1;      // Offset:  176 Size:    16
//
// }
//
// 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 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneDepthTextureSampler_s        sampler      NA          NA    2        1
// PixelTexture2D_0Sampler_s         sampler      NA          NA    3        1
// SceneDepthTexture                 texture  float4          2d    1        1
// PixelTexture2D_0                  texture  float4          2d    2        1
// _Globals                          cbuffer      NA          NA    0        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float       
// TEXCOORD                 0   xyzw        3     NONE   float   xy  
// TEXCOORD                 5   xyzw        4     NONE   float   xy w
// TEXCOORD                 6   xyzw        5     NONE   float       
// SV_IsFrontFace           0   x           6    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[12], immediateIndexed
dcl_constantbuffer cb2[2], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
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.xyw
dcl_output o0.xyzw
dcl_temps 3
dp3 r0.x, v1.xyzx, v1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v1.yzxy
dp3 r0.w, v0.xyzx, v0.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v0.xyzx
mul r2.xyz, r0.yzxy, r1.yzxy
mad r0.xyz, r0.xyzx, r1.zxyz, -r2.xyzx
mul r0.xyz, r0.xyzx, v1.wwww
sample_b_indexable(texture2d)(float,float,float,float) r2.xyz, v3.xyxx, t2.xyzw, s3, l(0.000000)
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.y, r0.xyzx, r2.xyzx
dp3 r0.x, r1.xyzx, r2.xyzx
mul r0.xyzw, r0.xyxy, cb0[11].wwww
dp2 r1.x, r0.zwzz, r0.zwzz
add r1.x, r1.x, l(-0.100000)
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
div r1.xy, v4.xyxx, v4.wwww
mad r1.xy, r1.xyxx, cb2[0].xyxx, cb2[0].wzww
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 8.000000, 8.000000)
mad r0.xy, r0.xyxx, l(0.00392156886, -0.00392156886, 0.000000, 0.000000), r1.xyxx
max r0.zw, r0.zzzw, l(0.000000, 0.000000, -255.000000, -255.000000)
min r0.zw, r0.zzzw, l(0.000000, 0.000000, 255.000000, 255.000000)
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.00392156886, 0.00392156886)
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.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
ge r0.x, v4.w, r0.x
movc o0.xy, r0.xxxx, l(0,0,0,0), r0.zwzz
mov o0.zw, l(0,0,0,0)
ret 
// Approximately 33 instruction slots used

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