// Water
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Sat Jun 10 09:15:50 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12
//   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
//   float4 UniformPixelVector_3;       // Offset:  144 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  160 Size:    16
//   float4 UniformPixelScalars_1;      // Offset:  176 Size:    16
//   float3 LightingChannelsAndModel;   // Offset:  192 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:  208 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:  224 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:  240 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:  256 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:  264 Size:     4 [unused]
//   bool4 bClusteredForwardRenderingOptions;// Offset:  272 Size:    16
//   float3 UpperSkyColor;              // Offset:  288 Size:    12
//   float3 LowerSkyColor;              // Offset:  304 Size:    12
//   bool bEnableSkyLight;              // Offset:  316 Size:     4
//   bool2 bEnableReflections;          // Offset:  320 Size:     8
//   uint3 LightingChannelsInt;         // Offset:  336 Size:    12
//   float4 AmbientOcclusionParams;     // Offset:  352 Size:    16
//   float4 AmbientColorAndSkyFactor;   // Offset:  368 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  384 Size:     4
//
// }
//
// 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 [unused]
//   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
//   float4 CameraPositionPS;           // Offset:   80 Size:    16 [unused]
//   float4 ScreenAndTexelSize;         // Offset:   96 Size:    16 [unused]
//   float4 ViewClampRect;              // Offset:  112 Size:    16
//   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
// LightMapTexturesSampler[0]        sampler      NA          NA    2        1
// LightMapTexturesSampler[1]        sampler      NA          NA    3        1
// SceneColorTextureSampler          sampler      NA          NA    4        1
// PixelTexture2D_0Sampler           sampler      NA          NA    5        1
// PixelTexture2D_1Sampler           sampler      NA          NA    6        1
// PixelTexture2D_2Sampler           sampler      NA          NA    7        1
// PixelTexture2D_3Sampler           sampler      NA          NA    8        1
// ShadowComparisonSampler         sampler_c      NA          NA    9        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
// EnvironmentReflectionTextureArray    texture  float4   cubearray    6        1
// ExteriorReflectionTexture         texture  float4        cube    8        1
// SceneColorTexture                 texture  float4          2d    9        1
// PixelTexture2D_0                  texture  float4          2d   10        1
// PixelTexture2D_1                  texture  float4          2d   11        1
// PixelTexture2D_2                  texture  float4          2d   12        1
// PixelTexture2D_3                  texture  float4          2d   13        1
// LightMapTextures[0]               texture  float4          2d   14        1
// LightMapTextures[1]               texture  float4          2d   15        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
// ClusteredReflectionsConstants     cbuffer      NA          NA    8        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                 4   xyzw        5     NONE   float   xyzw
// 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
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[25], immediateIndexed
dcl_constantbuffer cb1[4], 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_default
dcl_sampler s7, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, 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_texturecubearray (float,float,float,float) t6
dcl_resource_texturecube (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_resource_texture2d (float,float,float,float) t13
dcl_resource_texture2d (float,float,float,float) t14
dcl_resource_texture2d (float,float,float,float) t15
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.xyzw
dcl_input_ps linear v6.xyzw
dcl_input_ps_siv linear noperspective v7.xy, position
dcl_output o0.xyzw
//dcl_temps 20
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
add r3.xyz, v6.xyzx, cb0[4].xyzx
mul r4.xyz, v6.yyyy, cb1[1].xywx
mad r4.xyz, cb1[0].xywx, v6.xxxx, r4.xyzx
mad r4.xyz, cb1[2].xywx, v6.zzzz, r4.xyzx

//Fix
add r30.w, r4.z, -r30.y
mul r30.w, r30.x, r30.w
add r4.x, r4.x, r30.w

mad r4.xyz, cb1[3].xywx, v6.wwww, r4.xyzx
dp3 r0.w, -v6.xyzx, -v6.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, -v6.xyzx
sample_b_indexable(texture2d)(float,float,float,float) r6.xyz, v4.xyxx, t10.xyzw, s5, 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)
mul r7.xy, r3.xyxx, l(0.010000, 0.010000, 0.000000, 0.000000)
mad r7.zw, cb0[10].zzzz, r7.xxxy, cb0[7].xxxy
sample_b_indexable(texture2d)(float,float,float,float) r8.xyz, r7.zwzz, t11.xyzw, s6, l(0.000000)
mad r8.xyz, r8.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r7.zw, cb0[11].yyyy, r7.xxxy, cb0[8].xxxy
sample_b_indexable(texture2d)(float,float,float,float) r9.xyz, r7.zwzz, t11.xyzw, s6, l(0.000000)
mad r8.xyz, r9.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), r8.xyzx
add r8.xyz, r8.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r8.xy, r8.xyxx, cb0[5].zzzz
mul r9.xyz, r8.xyzx, l(-0.100000, -0.100000, 0.500000, 0.000000)
max r0.w, r6.z, l(0.010000)
dp3 r1.w, r6.xyzx, r9.xyzx
mul r6.xyz, r6.xyzx, r1.wwww
div r6.xyz, r6.xyzx, r0.wwww
mad r6.xyz, -r8.xyzx, l(-0.100000, -0.100000, 0.500000, 0.000000), r6.xyzx
dp3 r0.w, r6.xyzx, r6.xyzx
rsq r0.w, r0.w
mul r8.xyz, r0.wwww, r6.xyzx
dp3 r1.x, r1.xyzx, r8.xyzx
dp3 r1.y, r2.xyzx, r8.xyzx
dp3 r1.z, r0.xyzx, r8.xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, r1.xyzx
add r1.xyz, -cb0[6].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r2.xyzw, v4.xyxx, t12.xyzw, s7, l(0.000000)
mul r1.xyz, r1.xyzx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, v3.xyxx, t14.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r8.xyzw, v3.xyxx, t15.wxyz, s3
mad r8.yzw, r8.yyzw, l(0.000000, 2.000000, 2.000000, 2.000000), l(0.000000, -1.000000, -1.000000, -1.000000)
dp3 r0.w, r8.yzwy, r8.yzwy
rsq r0.w, r0.w
mul r9.xyz, r0.wwww, r8.yzwy
mov_sat r8.x, r8.x
mad r1.w, r8.x, cb0[22].x, cb0[22].y
min r1.w, r1.w, l(1.000000)
mad r8.yzw, r8.yyzw, r0.wwww, r5.xxyz
dp3 r0.w, r8.yzwy, r8.yzwy
rsq r0.w, r0.w
mul r8.yzw, r0.wwww, r8.yyzw
dp3_sat r0.w, r0.xyzx, r9.xyzx
dp3_sat r3.w, r0.xyzx, r8.yzwy
dp3_sat r4.w, r9.xyzx, r8.yzwy
mul r8.yzw, r1.xxyz, l(0.000000, 0.318309873, 0.318309873, 0.318309873)
mul r3.w, r3.w, r3.w
mad r3.w, r3.w, l(-0.999497414), l(1.000000)
mul r3.w, r3.w, r3.w
mul r3.w, r3.w, l(3.14159274)
div r3.w, l(0.00000255999976), r3.w
mul r5.w, r4.w, r4.w
mad r5.w, r5.w, l(0.975000), l(0.0249999985)
mul r5.w, r5.w, l(4.000000)
rcp r5.w, r5.w
mad r6.z, r4.w, l(-5.554730), l(-6.983160)
mul r4.w, r4.w, r6.z
exp r4.w, r4.w
add r4.w, r4.w, l(0.040000)
mad r9.xyz, r4.wwww, cb2[4].wwww, cb2[4].xyzx
mul r3.w, r3.w, r5.w
mul r9.xyz, r9.xyzx, r3.wwww
mul r9.xyz, r0.wwww, r9.xyzx
mad r9.xyz, r8.yzwy, r0.wwww, r9.xyzx
mul r2.xyz, r2.xyzx, r9.xyzx
if_nz cb0[19].w
  mad r6.zw, r0.zzzz, l(0.000000, 0.000000, 0.500000, -0.500000), l(0.000000, 0.000000, 0.500000, 0.500000)
  mul r6.zw, r6.zzzw, r6.zzzw
  mul r9.xyz, r6.zzzz, r8.yzwy
  mul r10.xyz, r6.wwww, r8.yzwy
  mul r10.xyz, r10.xyzx, cb0[19].xyzx
  mad r9.xyz, r9.xyzx, cb0[18].xyzx, r10.xyzx
  mad r2.xyz, r9.xyzx, cb0[23].wwww, r2.xyzx
endif 
mad r1.xyz, r1.xyzx, cb0[23].xyzx, r2.xyzx
dp3 r2.x, r0.xyzx, r5.xyzx
lt r0.w, r2.x, l(0.000000)
add r2.z, r2.x, r2.x
mad r9.xyz, r0.xyzx, -r2.zzzz, r5.xyzx
movc r9.xyz, r0.wwww, r0.xyzx, -r9.xyzx
if_nz cb0[20].x
  mov_sat r10.x, r2.x
  mov r10.y, l(0.040000)
  sample_l_indexable(texture2d)(float,float,float,float) r6.zw, r10.xyxx, t0.zwxy, s1, l(0.000000)
  sample_l_indexable(texturecube)(float,float,float,float) r10.xyz, r9.xyzx, t8.xyzw, s1, l(0.000000)
  mad r0.w, r6.z, l(0.040000), r6.w
  mad r1.xyz, r10.xyzx, r0.wwww, r1.xyzx
endif 
if_nz cb0[21].z
  if_nz cb0[17].x
    ftou r6.zw, v7.xxxy
    ushr r10.xy, r6.zwzz, l(6, 6, 0, 0)
    mul r0.w, r4.z, l(0.010000)
    log r0.w, r0.w
    mad r0.w, r0.w, l(3.11064339), l(1.000000)
    max r0.w, r0.w, l(0.000000)
    ftou r10.z, r0.w
    mov r10.w, l(0)
    ld_indexable(texture3d)(uint,uint,uint,uint) r6.zw, r10.xyzw, t2.zwxy
    and r0.w, r6.w, l(255)
    ubfe r7.zw, l(0, 0, 8, 8), l(0, 0, 8, 16), r6.wwww
    iadd r2.z, r6.z, r7.w
    if_nz cb0[17].y
      mad r3.w, r8.x, cb0[22].z, cb0[22].w
      mul r3.w, r3.w, cb0[24].x
      mov_sat r2.x, r2.x
      mov r2.y, l(0.040000)
      sample_l_indexable(texture2d)(float,float,float,float) r2.xy, r2.xyxx, t0.xyzw, s1, l(0.000000)
      mad r2.x, r2.x, l(0.040000), r2.y
      mov r10.xyz, l(0,0,0,0)
      mov r2.y, r2.z
      mov r4.w, l(0)
      mov r5.w, l(0)
      loop 
        uge r6.z, r5.w, r7.z
        breakc_nz r6.z
        iadd r6.z, r2.y, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r6.w, r2.yyyy, t1.yzwx
        imul null, r6.w, r6.w, l(6)
        and r7.w, cb0[21].y, cb8[r6.w + 2].w
        if_nz r7.w
          add r11.xyz, r3.xyzx, -cb8[r6.w + 0].xyzx
          dp2 r12.x, cb8[r6.w + 1].xyxx, r11.xyxx
          dp2 r12.y, cb8[r6.w + 1].zwzz, r11.xyxx
          mul r12.z, r11.z, cb8[r6.w + 3].z
          add_sat r11.xyz, |r12.xyzx|, cb8[r6.w + 4].xyzx
          mul r11.xyz, r11.xyzx, cb8[r6.w + 5].xyzx
          max r7.w, r11.z, r11.y
          max r7.w, r7.w, r11.x
          add r7.w, -r7.w, l(1.000000)
          lt r8.x, l(0.000000), r7.w
          if_nz r8.x
            dp2 r11.x, cb8[r6.w + 1].xyxx, r9.xyxx
            dp2 r11.y, cb8[r6.w + 1].zwzz, r9.xyxx
            mul r11.z, r9.z, cb8[r6.w + 3].z
            lt r13.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), r11.xyzx
            lt r14.xyz, r11.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
            iadd r13.xyz, r13.xyzx, -r14.xyzx
            itof r13.xyz, r13.xyzx
            mad r12.xyz, r12.xyzx, r13.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
            div r11.xyz, r12.xyzx, |r11.xyzx|
            min r8.x, r11.z, r11.y
            min r8.x, r8.x, r11.x
            mul_sat r9.w, r8.x, cb8[r6.w + 3].w
            mul r10.w, r7.w, r9.w
            mad r11.xyz, r8.xxxx, r9.xyzx, r3.xyzx
            add r11.xyz, r11.xyzx, -cb8[r6.w + 0].xyzx
            max r8.x, l(-0.358941078), cb8[r6.w + 5].w
            mov r11.w, cb8[r6.w + 0].w
            sample_l_indexable(texturecubearray)(float,float,float,float) r11.xyz, r11.xyzw, t6.xyzw, s1, r8.x
            mul r11.xyz, r11.xyzx, cb8[r6.w + 4].wwww
            mul r11.xyz, r2.xxxx, r11.xyzx
            mad r10.xyz, r11.xyzx, r10.wwww, r10.xyzx
            mad r4.w, r7.w, r9.w, r4.w
          endif 
        endif 
        iadd r5.w, r5.w, l(1)
        mov r2.y, r6.z
      endloop 
      lt r2.x, l(1.000000), r4.w
      div r9.xyz, r10.xyzx, r4.wwww
      movc r9.xyz, r2.xxxx, r9.xyzx, r10.xyzx
      mul r9.xyz, r3.wwww, r9.xyzx
    else 
      mov r9.xyz, l(0,0,0,0)
    endif 
    iadd r2.x, r7.z, r2.z
    if_nz cb0[17].z
      lod r2.y, r3.xyzx, t4.y, s0
      round_ne r2.y, r2.y
      exp r2.y, -r2.y
      mul r10.xyz, r2.yyyy, r3.xyzx
      sample_l_indexable(texture3d)(float,float,float,float) r2.yz, r10.xyzx, t4.zxyw, s0, l(0.000000)
      mov r10.yz, l(0,-1.000000,1.000000,0)
      mov r11.y, l(-1.000000)
      mov r12.xyz, r9.xyzx
      mov r3.w, r2.x
      mov r4.w, l(0)
      loop 
        uge r5.w, r4.w, r0.w
        breakc_nz r5.w
        iadd r5.w, r3.w, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r6.z, r3.wwww, t1.yzxw
        imul null, r6.w, r6.z, l(23)
        and r7.z, cb0[21].x, cb6[r6.w + 2].w
        if_nz r7.z
          add r13.xyz, -r3.xyzx, cb6[r6.w + 0].xyzx
          mul r14.xyz, r13.xyzx, cb6[r6.w + 0].wwww
          dp3 r7.z, r14.xyzx, r14.xyzx
          min r7.z, r7.z, l(1.000000)
          add r7.z, -r7.z, l(1.000000)
          log r7.z, r7.z
          mul r7.z, r7.z, cb6[r6.w + 1].w
          exp r7.z, r7.z
          lt r7.w, l(0.000000), cb6[r6.w + 3].x
          if_nz r7.w
            dp3 r8.x, r13.xyzx, r13.xyzx
            rsq r8.x, r8.x
            mul r14.xyz, r8.xxxx, r13.xyzx
            dp3 r8.x, r14.xyzx, -cb6[r6.w + 2].xyzx
            add r8.x, r8.x, -cb6[r6.w + 3].x
            mul_sat r8.x, r8.x, cb6[r6.w + 3].y
            mul r8.x, r8.x, r8.x
            mul r7.z, r7.z, r8.x
          endif 
          lt r8.x, l(0.000010), r7.z
          dp3 r9.w, r0.xyzx, r13.xyzx
          max r9.w, r9.w, cb6[r6.w + 15].w
          lt r9.w, l(0.000000), r9.w
          and r8.x, r8.x, r9.w
          if_nz r8.x
            ine r8.x, l(0), cb6[r6.w + 3].z
            ieq r8.x, r8.x, l(-1)
            if_nz r8.x
              if_nz r7.w
                mul r14.xyzw, r3.yyyy, cb6[r6.w + 6].xyzw
                mad r14.xyzw, cb6[r6.w + 5].xyzw, r3.xxxx, r14.xyzw
                mad r14.xyzw, cb6[r6.w + 7].xyzw, r3.zzzz, r14.xyzw
                add r14.xyzw, r14.zxyw, cb6[r6.w + 8].zxyw
                div r11.zw, r14.yyyz, r14.wwww
              else 
                max r7.w, |r13.z|, |r13.y|
                max r7.w, r7.w, |r13.x|
                lt r14.yzw, l(0.000000, 0.000000, 0.000000, 0.000000), -r13.xxyz
                lt r15.xyz, -r13.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
                iadd r8.x, r14.y, -r15.x
                itof r10.x, r8.x
                mul r16.xy, r10.xyxx, -r13.zyzz
                eq r17.xyz, -r13.xyzx, |r13.xyzx|
                eq r15.xw, |r13.xxxy|, r7.wwww
                iadd r14.yz, -r14.zzwz, r15.yyzy
                itof r10.w, r14.y
                mul r18.xy, r10.zwzz, -r13.xzxx
                itof r11.x, r14.z
                mul r19.xy, r11.xyxx, -r13.xyxx
                movc r14.yzw, r17.xxyz, l(0,0,2,4), l(0,1,3,5)
                mov r18.z, r14.z
                mov r19.z, r14.w
                movc r15.yzw, r15.wwww, r18.xxyz, r19.xxyz
                mov r16.z, r14.y
                movc r14.yzw, r15.xxxx, r16.xxyz, r15.yyzw
                div r10.xw, r14.yyyz, r7.wwww
                imad r6.z, r6.z, l(23), r14.w
                mad r11.zw, r10.xxxw, cb6[r6.z + 17].xxxy, cb6[r6.z + 17].zzzw
                mul r14.x, r7.w, cb6[r6.w + 0].w
              endif 
              mad r15.xyzw, r2.zyyz, cb6[r6.w + 13].ywxz, cb6[r6.w + 14].ywxz
              mad r10.xw, r15.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r11.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r6.z, r10.xwxx, t3.xxxx, s9, r14.x
              mad r10.xw, -r15.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r11.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r10.xwxx, t3.xxxx, s9, r14.x
              add r6.z, r6.z, r7.w
              mul r10.xw, r15.xxxy, l(-0.380423, 0.000000, 0.000000, -0.380423)
              mad r10.xw, r15.zzzw, l(-0.123607, 0.000000, 0.000000, -0.123607), r10.xxxw
              add r14.yz, r10.xxwx, r11.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r14.yzyy, t3.xxxx, s9, r14.x
              add r6.z, r6.z, r7.w
              add r10.xw, -r10.xxxw, r11.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r10.xwxx, t3.xxxx, s9, r14.x
              add r6.z, r6.z, r7.w
              mul r10.xw, r15.xxxy, l(0.352671, 0.000000, 0.000000, 0.352671)
              mad r10.xw, r15.zzzw, l(-0.485410, 0.000000, 0.000000, -0.485410), r10.xxxw
              add r14.yz, r10.xxwx, r11.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r14.yzyy, t3.xxxx, s9, r14.x
              add r6.z, r6.z, r7.w
              add r10.xw, -r10.xxxw, r11.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r10.xwxx, t3.xxxx, s9, r14.x
              add r6.z, r6.z, r7.w
              mul r16.xyzw, r15.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
              mad r10.xw, r15.zzzw, l(0.647214, 0.000000, 0.000000, 0.647214), r16.xxxy
              add r14.yz, r10.xxwx, r11.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r14.yzyy, t3.xxxx, s9, r14.x
              add r6.z, r6.z, r7.w
              add r10.xw, -r10.xxxw, r11.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r10.xwxx, t3.xxxx, s9, r14.x
              add r6.z, r6.z, r7.w
              mad r10.xw, r15.xxxy, l(-0.951057, 0.000000, 0.000000, -0.951057), r16.zzzw
              add r14.yz, r10.xxwx, r11.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r14.yzyy, t3.xxxx, s9, r14.x
              add r6.z, r6.z, r7.w
              add r10.xw, -r10.xxxw, r11.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r10.xwxx, t3.xxxx, s9, r14.x
              add r6.z, r6.z, r7.w
              mul r6.z, r6.z, l(0.100000)
              mul r6.z, r6.z, r6.z
              mul r7.z, r6.z, r7.z
            endif 
            mul r11.xzw, r7.zzzz, cb6[r6.w + 1].xxyz
            dp3 r6.z, r13.xyzx, r13.xyzx
            rsq r6.z, r6.z
            mul r14.xyz, r6.zzzz, r13.xyzx
            mad r13.xyz, r13.xyzx, r6.zzzz, r5.xyzx
            dp3 r6.z, r13.xyzx, r13.xyzx
            rsq r6.z, r6.z
            mul r13.xyz, r6.zzzz, r13.xyzx
            dp3 r6.z, r0.xyzx, r14.xyzx
            mov_sat r7.z, r6.z
            dp3_sat r7.w, r0.xyzx, r13.xyzx
            dp3_sat r8.x, r14.xyzx, r13.xyzx
            add r9.w, r6.z, cb6[r6.w + 15].w
            mul r9.w, r9.w, l(0.333330)
            max_sat r6.z, r6.z, r9.w
            mul r6.z, r6.z, cb6[r6.w + 15].z
            mul r6.w, r7.w, r7.w
            mad r6.w, r6.w, l(-0.999497414), l(1.000000)
            mul r6.w, r6.w, r6.w
            mul r6.w, r6.w, l(3.14159274)
            div r6.w, l(0.00000255999976), r6.w
            mul r7.w, r8.x, r8.x
            mad r7.w, r7.w, l(0.975000), l(0.0249999985)
            mul r7.w, r7.w, l(4.000000)
            rcp r7.w, r7.w
            mad r9.w, r8.x, l(-5.554730), l(-6.983160)
            mul r8.x, r8.x, r9.w
            exp r8.x, r8.x
            add r8.x, r8.x, l(0.040000)
            mad r13.xyz, r8.xxxx, cb2[4].wwww, cb2[4].xyzx
            mul r6.w, r6.w, r7.w
            mul r13.xyz, r13.xyzx, r6.wwww
            mul r13.xyz, r7.zzzz, r13.xyzx
            mad r13.xyz, r8.yzwy, r6.zzzz, r13.xyzx
            mad r12.xyz, r13.xyzx, r11.xzwx, r12.xyzx
          endif 
        endif 
        iadd r4.w, r4.w, l(1)
        mov r3.w, r5.w
      endloop 
      mov r9.xyz, r12.xyzx
    endif 
  else 
    mov r9.xyz, l(0,0,0,0)
  endif 
  add r1.xyz, r1.xyzx, r9.xyzx
endif 
mul r0.x, r1.w, cb2[13].x
div r0.yz, r4.xxyx, r4.zzzz
mad r0.yz, r0.yyzy, cb2[0].xxyx, cb2[0].wwzw
mad r0.yz, r6.xxyx, l(0.000000, 0.020000, 0.020000, 0.000000), r0.yyzy
max r0.yz, r0.yyzy, cb2[7].xxyx
min r0.yz, r0.yyzy, cb2[7].zzwz
sample_indexable(texture2d)(float,float,float,float) r0.yzw, r0.yzyy, t9.wxyz, s4
mul r0.yzw, r0.yyzw, cb2[13].yyyy
mad r0.yzw, cb0[9].xxyz, r0.yyzw, cb0[6].xxyz
mul r0.yzw, r0.yyzw, cb2[13].xxxx
mad r0.xyz, r1.xyzx, r0.xxxx, r0.yzwy
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r7.xyxx, t13.yzwx, s8, l(0.000000)
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[11].w
add r1.x, r1.x, l(1.000000)
mul r1.x, r1.x, cb0[11].w
add r1.y, -cb0[5].w, l(1.000000)
mad r1.x, r1.x, r1.y, l(-1.000000)
mad_sat r0.w, r0.w, cb0[11].w, -r1.x
mul o0.w, r0.w, r2.w
mad o0.xyz, r0.xyzx, v5.wwww, v5.xyzx
ret 
// Approximately 372 instruction slots used
