// 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 13:28:17 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12 [unused]
//   float4 ActorWorldPos;              // Offset:   80 Size:    16
//   float4 PrimitiveDynamicData;       // Offset:   96 Size:    16
//   float4 UniformPixelVector_0;       // Offset:  112 Size:    16
//   float4 UniformPixelVector_1;       // Offset:  128 Size:    16
//   float4 UniformPixelVector_2;       // Offset:  144 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  160 Size:    16
//   float4 UniformPixelScalars_1;      // Offset:  176 Size:    16
//   float4 UniformPixelScalars_2;      // Offset:  192 Size:    16
//   float4x3 WorldToLocal;             // Offset:  208 Size:    48 [unused]
//   float3 MeshOrigin;                 // Offset:  256 Size:    12 [unused]
//   float3 MeshExtension;              // Offset:  272 Size:    12 [unused]
//   bool GPUSkinBasePassMotionBlur;    // Offset:  284 Size:     4
//   float2 GPUSkinPrevToCurrentTemporalJitter;// Offset:  288 Size:     8
//   float4 GPUSkinIndividualVelocityScale;// Offset:  304 Size:    16
//   uint BoneIndexOffset;              // Offset:  320 Size:     4 [unused]
//   float3 LightingChannelsAndModel;   // Offset:  324 Size:    12
//   float4 WorldIncidentLighting[3];   // Offset:  336 Size:    48
//   float3 UpperSkyColor;              // Offset:  384 Size:    12
//   float3 LowerSkyColor;              // Offset:  400 Size:    12
//   bool bEnableSHLight;               // Offset:  412 Size:     4
//   bool bEnableSkyLight;              // Offset:  416 Size:     4
//   bool bEnableDominantDirectionalLight;// Offset:  420 Size:     4
//   bool2 bEnableReflections;          // Offset:  424 Size:     8
//   float4 LightPositionAndInvRadius;  // Offset:  432 Size:    16
//   float4 LightColorAndFalloffExponent;// Offset:  448 Size:    16
//   float3 DominantDirectionalLightDirection;// Offset:  464 Size:    12 [unused]
//   float4 DominantDirectionalLightColor;// Offset:  480 Size:    16
//   float4 AmbientColorAndSkyFactor;   // Offset:  496 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  512 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
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16
//   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
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TrilinearClampSampler             sampler      NA          NA    1        1
// PixelTexture2D_0Sampler           sampler      NA          NA    2        1
// PixelTexture2D_1Sampler           sampler      NA          NA    3        1
// PixelTexture2D_2Sampler           sampler      NA          NA    4        1
// EnvironmentBRDFTexture            texture  float4          2d    0        1
// PixelTexture2D_0                  texture  float4          2d    1        1
// PixelTexture2D_1                  texture  float4          2d    2        1
// PixelTexture2D_2                  texture  float4          2d    3        1
// NewModShadowsTexture              texture  float4          2d    7        1
// ExteriorReflectionTexture         texture  float4        cube    8        1
// $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                 0   xyzw        3     NONE   float   xy  
// TEXCOORD                 1   xyzw        4     NONE   float   xy  
// TEXCOORD                 8   xyz         5     NONE   float   xyz 
// 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
// 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[32], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texturecube (float,float,float,float) t8
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.xyz
dcl_input_ps linear v6.xyzw
dcl_input_ps_siv linear noperspective v7.xy, position
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 14
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, 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
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, 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.xyz, r2.xyzx, r4.yyyy
mad r5.xyz, r4.xxxx, r1.xyzx, r5.xyzx
mad r5.xyz, r4.zzzz, r0.xyzx, r5.xyzx
dp3 r1.w, r5.xyzx, r5.xyzx
rsq r1.w, r1.w
mul r5.xyz, r1.wwww, r5.xyzx
sample_b_indexable(texture2d)(float,float,float,float) r6.xyz, v4.xyxx, t1.xyzw, s2, l(0.000000)
mad r6.xyz, r6.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.xyzw, v3.xyxx, t2.xyzw, s3, 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 r7.xy, r7.xyxx, cb0[10].xxxx
mul r8.xyz, r7.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
max r1.w, r6.z, l(0.010000)
dp3 r2.w, r6.xyzx, r8.xyzx
mul r6.xyz, r6.xyzx, r2.wwww
div r6.xyz, r6.xyzx, r1.wwww
mad r6.xyz, -r7.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000), r6.xyzx
dp3 r1.w, r6.xyzx, r6.xyzx
rsq r1.w, r1.w
mul r7.xyz, r1.wwww, r6.xyzx
dp3 r1.x, r1.xyzx, r7.xyzx
dp3 r1.y, r2.xyzx, r7.xyzx
dp3 r1.z, r0.xyzx, r7.xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, r1.xyzx
add r1.xyz, -cb0[7].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r2.xyz, v3.xyxx, t3.xyzw, s4, l(0.000000)
mul r7.xyz, cb0[8].xyzx, cb0[8].wwww
mul r2.xyz, r2.xyzx, r7.xyzx
add r1.w, cb0[5].w, cb0[10].z
mul r1.w, r1.w, cb0[10].w
ge r2.w, r1.w, -r1.w
frc r3.w, |r1.w|
movc r2.w, r2.w, r3.w, -r3.w
add r2.w, r2.w, r2.w
round_ni r2.w, r2.w
mul r1.w, r1.w, cb0[11].x
mul r1.w, r1.w, l(6.28318548)
sincos r1.w, null, r1.w
mul r1.w, |r1.w|, r2.w
mul r2.w, cb0[6].x, l(100.000000)
div_sat r2.w, r3.z, r2.w
add r2.w, -r2.w, l(1.000000)
mul r3.w, r2.w, cb0[6].w
mul r3.w, r1.w, r3.w
mul r7.xyz, r2.xyzx, r3.wwww
mad r7.xyz, r7.xyzx, l(-0.750000, -0.750000, -0.750000, 0.000000), r2.xyzx
mul r8.xyz, r1.xyzx, r7.xyzx
mul r3.w, cb0[12].x, cb2[2].y
mad r9.xyz, r3.wwww, -r8.xyzx, r8.xyzx
mad r9.xyz, r9.xyzx, cb2[3].wwww, cb2[3].xyzx
ftou r10.xy, v7.xyxx
mov r10.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r4.w, r10.xyzw, t7.yzwx
if_nz cb0[26].x
  mul r10.xyz, r9.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
  mad r11.xy, r0.zzzz, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  mul r11.xy, r11.xyxx, r11.xyxx
  mul r11.xzw, r10.xxyz, r11.xxxx
  mul r10.xyz, r10.xyzx, r11.yyyy
  mul r10.xyz, r10.xyzx, cb0[25].xyzx
  mad r10.xyz, r11.xzwx, cb0[24].xyzx, r10.xyzx
  mul r10.xyz, r10.xyzx, cb0[31].wwww
else 
  mov r10.xyz, l(0,0,0,0)
endif 
mul r11.xyz, r9.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
mul r12.yzw, r0.yyzx, l(0.000000, -1.02332771, 1.02332771, -1.02332771)
mov r12.x, l(0.886227548)
dp4 r13.x, cb0[21].xyzw, r12.xyzw
dp4 r13.y, cb0[22].xyzw, r12.xyzw
dp4 r13.z, cb0[23].xyzw, r12.xyzw
max r12.xyz, r13.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r13.x, cb0[21].x, l(0.886226952)
mul r13.y, cb0[22].x, l(0.886226952)
mul r13.z, cb0[23].x, l(0.886226952)
max r13.xyz, r13.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r13.xyz, r11.xyzx, r13.xyzx
mad r12.xyz, r11.xyzx, r12.xyzx, r13.xyzx
add r12.xyz, r10.xyzx, r12.xyzx
movc r10.xyz, cb0[25].wwww, r12.xyzx, r10.xyzx
add r5.w, -cb0[12].y, cb0[12].z
mad r5.w, r7.w, r5.w, cb0[12].y
max r5.w, r5.w, l(0.040000)
min r12.y, r5.w, l(1.000000)
mad r13.xyz, -v6.xyzx, r0.wwww, cb0[27].xyzx
dp3 r0.w, r13.xyzx, r13.xyzx
rsq r0.w, r0.w
mul r13.xyz, r0.wwww, r13.xyzx
dp3_sat r0.w, r0.xyzx, cb0[27].xyzx
dp3_sat r5.w, r0.xyzx, r13.xyzx
dp3_sat r6.w, cb0[27].xyzx, r13.xyzx
mad r1.xyz, r7.xyzx, r1.xyzx, l(-0.040000, -0.040000, -0.040000, 0.000000)
mad r1.xyz, r3.wwww, r1.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000)
mul r3.w, r12.y, r12.y
mul r7.x, r3.w, r3.w
mul r5.w, r5.w, r5.w
mad r3.w, r3.w, r3.w, l(-0.999500)
mad r3.w, r5.w, r3.w, l(1.000000)
mul r3.w, r3.w, r3.w
mul r3.w, r3.w, l(3.14159274)
div r3.w, r7.x, r3.w
mad r5.w, r12.y, l(0.234375), l(0.015625)
add r7.x, -r5.w, l(1.000000)
mul r7.y, r6.w, r6.w
mad r5.w, r7.y, r7.x, r5.w
mul r5.w, r5.w, l(4.000000)
rcp r5.w, r5.w
mad r7.x, r6.w, l(-5.554730), l(-6.983160)
mul r6.w, r6.w, r7.x
exp r6.w, r6.w
add r7.xyz, r1.xyzx, r6.wwww
mad r7.xyz, r7.xyzx, cb2[4].wwww, cb2[4].xyzx
mul r3.w, r3.w, r5.w
mul r7.xyz, r7.xyzx, r3.wwww
mul r7.xyz, r0.wwww, r7.xyzx
mad r7.xyz, r11.xyzx, r0.wwww, r7.xyzx
mul r7.xyz, r4.wwww, r7.xyzx
mad r7.xyz, r7.xyzx, cb0[28].xyzx, r10.xyzx
movc o4.x, cb0[26].y, cb0[30].w, l(0)
mad r7.xyz, r9.xyzx, cb0[31].xyzx, r7.xyzx
if_nz cb0[26].z
  dp3 r12.x, r0.xyzx, r4.xyzx
  lt r0.w, r12.x, l(0.000000)
  add r3.w, r12.x, r12.x
  mad r4.xyz, r0.xyzx, -r3.wwww, r4.xyzx
  movc r4.xyz, r0.wwww, r0.xyzx, -r4.xyzx
  mov_sat r12.x, r12.x
  sample_l_indexable(texture2d)(float,float,float,float) r9.xy, r12.xyxx, t0.xyzw, s1, l(0.000000)
  log r0.w, r12.y
  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) r4.xyz, r4.xyzx, t8.xyzw, s1, r0.w
  mad r1.xyz, r1.xyzx, r9.xxxx, r9.yyyy
  mad r7.xyz, r4.xyzx, r1.xyzx, r7.xyzx
endif 
mul r1.xyz, cb0[9].xyzx, cb0[9].wwww
mul r0.w, cb0[6].w, cb0[6].y
mul r0.w, r2.w, r0.w
mad r1.w, cb0[11].y, r1.w, cb0[10].y
mul r0.w, r0.w, r1.w
mul r1.xyz, r1.xyzx, r0.wwww
dp3_sat r0.w, r6.xyzx, r5.xyzx
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000001)
mad r0.w, r0.w, r0.w, l(-1.000000)
mad r0.w, cb0[11].z, r0.w, l(1.000000)
mul r1.xyz, r1.xyzx, r0.wwww
mad r1.xyz, r2.xyzx, r1.xyzx, cb0[7].xyzx
mul r1.xyz, r1.xyzx, cb2[13].xxxx
mad o0.xyz, r7.xyzx, cb2[13].xxxx, r1.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, r8.xyzx
if_nz cb0[17].w
  div r0.xy, r3.xyxx, r3.zzzz
  div r0.zw, v5.xxxy, v5.zzzz
  add r0.xy, -r0.zwzz, r0.xyxx
  add r0.xy, r0.xyxx, cb0[18].xyxx
  mul r0.xy, r0.xyxx, cb0[19].xyxx
else 
  mov r0.xy, l(0,0,0,0)
endif 
mov o0.w, l(0)
mov o1.w, cb0[20].w
mov o2.w, cb0[20].y
mov o3.x, cb0[12].x
mov o3.y, l(1.000000)
mov o3.z, r12.y
mad o3.w, cb0[20].z, l(1.000000), l(0.972549081)
mov o6.xy, r0.xyxx
mov o6.zw, l(0,0,0,0)
ret 
// Approximately 189 instruction slots used
