// Batch DHR Halo Fix 2
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Fri Jun 02 13:34:30 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12 [unused]
//   float4 PrimitiveDynamicData;       // Offset:   80 Size:    16
//   float4 UniformPixelVector_0;       // Offset:   96 Size:    16
//   float4 UniformPixelVector_1;       // Offset:  112 Size:    16
//   float4 UniformPixelVector_2;       // Offset:  128 Size:    16
//   float4x3 WorldToLocal;             // Offset:  144 Size:    48 [unused]
//   float3 MeshOrigin;                 // Offset:  192 Size:    12 [unused]
//   float3 MeshExtension;              // Offset:  208 Size:    12 [unused]
//   bool GPUSkinBasePassMotionBlur;    // Offset:  220 Size:     4
//   float2 GPUSkinPrevToCurrentTemporalJitter;// Offset:  224 Size:     8
//   float4 GPUSkinIndividualVelocityScale;// Offset:  240 Size:    16
//   uint BoneIndexOffset;              // Offset:  256 Size:     4 [unused]
//   float3 LightingChannelsAndModel;   // Offset:  260 Size:    12
//   float3 UpperSkyColor;              // Offset:  272 Size:    12
//   float3 LowerSkyColor;              // Offset:  288 Size:    12
//   bool bEnableSkyLight;              // Offset:  300 Size:     4
//   float4 AmbientColorAndSkyFactor;   // Offset:  304 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  320 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 [unused]
//   float4 MinZ_MaxZRatio;             // Offset:   16 Size:    16 [unused]
//   float NvStereoEnabled;             // Offset:   32 Size:     4 [unused]
//   float MetallicOverrideParameter;   // Offset:   36 Size:     4 [unused]
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16
//   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
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
// VSOffsetConstants                 cbuffer      NA          NA    1        1
// PSOffsetConstants                 cbuffer      NA          NA    2        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                 8   xyz         3     NONE   float   xyz 
// TEXCOORD                 5   xyzw        4     NONE   float   xyzw
// SV_IsFrontFace           0   x           5    FFACE    uint       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
// SV_Target                2   xyzw        2   TARGET   float   xyzw
// SV_Target                3   xyzw        3   TARGET   float   xyzw
// SV_Target                4   x           4   TARGET   float   x   
// SV_Target                6   xyzw        6   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[20], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_input_ps linear centroid v0.xyz
dcl_input_ps linear centroid v1.xyzw
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.x
dcl_output o6.xyzw
//dcl_temps 6
dcl_temps 30

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


dp3 r0.x, v1.xyzx, v1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v1.xyzx
dp3 r0.w, v0.xyzx, v0.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v0.xyzx
mul r2.xyz, r0.zxyz, r1.yzxy
mad r2.xyz, r0.yzxy, r1.zxyz, -r2.xyzx
mul r2.xyz, r2.xyzx, v1.wwww
mul r3.xyz, v4.yyyy, cb1[1].xywx
mad r3.xyz, cb1[0].xywx, v4.xxxx, r3.xyzx
mad r3.xyz, cb1[2].xywx, v4.zzzz, r3.xyzx

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

mad r3.xyz, cb1[3].xywx, v4.wwww, r3.xyzx
dp3 r0.w, -v4.xyzx, -v4.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, -v4.xyzx
mul r2.xyw, r2.xyxz, r4.yyyy
mad r1.xyw, r4.xxxx, r1.xyxz, r2.xyxw
mad r1.xyw, r4.zzzz, r0.xyxz, r1.xyxw
dp3 r0.w, r1.xywx, r1.xywx
rsq r0.w, r0.w
mul r0.w, r0.w, r1.w
mov r0.x, r1.z
mov r0.y, r2.z
dp3 r1.x, r0.xyzx, r0.xyzx
rsq r1.x, r1.x
mul r0.xyz, r0.xyzx, r1.xxxx
add r1.xyz, -cb0[6].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.xyz, r1.xyzx, l(0.219519719, 0.219519719, 0.219519719, 0.000000)
mad r2.xyz, r1.xyzx, cb2[3].wwww, cb2[3].xyzx
if_nz cb0[18].w
  mul r4.xyz, r2.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
  mad r5.xy, r0.zzzz, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  mul r5.xy, r5.xyxx, r5.xyxx
  mul r5.xzw, r4.xxyz, r5.xxxx
  mul r4.xyz, r4.xyzx, r5.yyyy
  mul r4.xyz, r4.xyzx, cb0[18].xyzx
  mad r4.xyz, r5.xzwx, cb0[17].xyzx, r4.xyzx
  mul r4.xyz, r4.xyzx, cb0[19].wwww
else 
  mov r4.xyz, l(0,0,0,0)
endif 
mad r2.xyz, r2.xyzx, cb0[19].xyzx, r4.xyzx
mul r4.xyz, cb0[7].xyzx, cb0[7].wwww
max r0.w, |r0.w|, l(0.000001)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r0.w
mad r5.xyz, cb0[8].wwww, cb0[8].xyzx, -r4.xyzx
mad r4.xyz, r0.wwww, r5.xyzx, r4.xyzx
mul_sat r0.w, r3.z, l(0.005000)
add r0.w, -r0.w, l(1.000000)
mul r4.xyz, r4.xyzx, r0.wwww
mad r4.xyz, cb0[5].wwww, r4.xyzx, cb0[6].xyzx
mul r4.xyz, r4.xyzx, cb2[13].xxxx
mad o0.xyz, r2.xyzx, cb2[13].xxxx, r4.xyzx
mad o1.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
sqrt o2.xyz, r1.xyzx
if_nz cb0[13].w
  div r0.xy, r3.xyxx, r3.zzzz
  div r0.zw, v3.xxxy, v3.zzzz
  add r0.xy, -r0.zwzz, r0.xyxx
  add r0.xy, r0.xyxx, cb0[14].xyxx
  mul r0.xy, r0.xyxx, cb0[15].xyxx
else 
  mov r0.xy, l(0,0,0,0)
endif 
mov o0.w, l(0)
mov o1.w, cb0[16].w
mov o2.w, cb0[16].y
mov o3.xyzw, l(0,1.000000,0.500000,0)
mov o6.xy, r0.xyxx
mov o6.zw, l(0,0,0,0)
mov o4.x, l(0)
ret 
// Approximately 74 instruction slots used
