// 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 13:30:19 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12 [unused]
//   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
//   float3 LightingChannelsAndModel;   // Offset:  160 Size:    12
//   float4 WorldIncidentLighting[3];   // Offset:  176 Size:    48
//   float3 UpperSkyColor;              // Offset:  224 Size:    12
//   float3 LowerSkyColor;              // Offset:  240 Size:    12
//   bool bEnableSHLight;               // Offset:  252 Size:     4
//   bool bEnableSkyLight;              // Offset:  256 Size:     4
//   bool bEnableDominantDirectionalLight;// Offset:  260 Size:     4
//   float4 LightPositionAndInvRadius;  // Offset:  272 Size:    16
//   float4 LightColorAndFalloffExponent;// Offset:  288 Size:    16
//   float3 DominantDirectionalLightDirection;// Offset:  304 Size:    12 [unused]
//   float4 DominantDirectionalLightColor;// Offset:  320 Size:    16
//   float4 AmbientColorAndSkyFactor;   // Offset:  336 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  352 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 [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
//   float4 CameraPositionPS;           // Offset:   80 Size:    16 [unused]
//   float4 ScreenAndTexelSize;         // Offset:   96 Size:    16
//   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
// ------------------------------ ---------- ------- ----------- ---- --------
// PixelTexture2D_0Sampler           sampler      NA          NA    2        1
// PixelTexture2D_1Sampler           sampler      NA          NA    3        1
// PixelTexture2D_2Sampler           sampler      NA          NA    4        1
// PixelTexture2D_3Sampler           sampler      NA          NA    5        1
// PixelTexture2D_4Sampler           sampler      NA          NA    6        1
// PixelTexture2D_0                  texture  float4          2d    1        1
// PixelTexture2D_1                  texture  float4          2d    2        1
// PixelTexture2D_2                  texture  float4          2d    3        1
// PixelTexture2D_3                  texture  float4          2d    4        1
// PixelTexture2D_4                  texture  float4          2d    5        1
// NewModShadowsTexture              texture  float4          2d    7        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                 5   xyzw        4     NONE   float   xyzw
// SV_Position              0   xyzw        5      POS   float   xy  
// SV_IsFrontFace           0   x           6    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   
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[22], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
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_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) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t7
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.xyzw
dcl_input_ps_siv linear noperspective v5.xy, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.x
//dcl_temps 10
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 r5.xyz, r2.xyzx, r4.yyyy
mad r4.xyw, r4.xxxx, r1.xyxz, r5.xyxz
mad r4.xyz, r4.zzzz, r0.xyzx, r4.xywx
dp3 r1.w, r4.xyzx, r4.xyzx
rsq r1.w, r1.w
mul r4.xyz, r1.wwww, r4.xyzx
sample_b_indexable(texture2d)(float,float,float,float) r5.xyzw, v3.xyxx, t1.xzyw, s2, l(0.000000)
add r6.xy, r5.xzxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
add r6.xy, r6.xyxx, r6.xyxx
dp2 r1.w, r6.xyxx, r6.xyxx
min r1.w, r1.w, l(1.000000)
add r1.w, -r1.w, l(1.000000)
sqrt r6.z, r1.w
dp3 r1.w, r6.xyzx, r6.xyzx
rsq r1.w, r1.w
mul r6.xyz, r1.wwww, r6.xyzx
dp3 r1.x, r1.xyzx, r6.xyzx
dp3 r1.y, r2.xyzx, r6.xyzx
dp3 r1.z, r0.xyzx, r6.xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, r1.xyzx
add r1.xyz, -cb0[5].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r2.xyzw, v3.xyxx, t2.xyzw, s3, l(0.000000)
mul r1.xyz, r1.xyzx, r2.xyzx
mad r2.xyz, r1.xyzx, cb2[3].wwww, cb2[3].xyzx
ftou r6.xy, v5.xyxx
mov r6.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.w, r6.xyzw, t7.yzwx
mov_sat r5.y, r5.y
if_nz cb0[16].x
  mul r6.xyz, r2.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
  mad r7.xy, r0.zzzz, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  mul r7.xy, r7.xyxx, r7.xyxx
  mul r7.xzw, r6.xxyz, r7.xxxx
  mul r6.xyz, r6.xyzx, r7.yyyy
  mul r6.xyz, r6.xyzx, cb0[15].xyzx
  mad r6.xyz, r7.xzwx, cb0[14].xyzx, r6.xyzx
  mul r6.xyz, r6.xyzx, cb0[21].wwww
else 
  mov r6.xyz, l(0,0,0,0)
endif 
mul r7.xyz, r2.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
mul r8.yzw, r0.yyzx, l(0.000000, -1.02332771, 1.02332771, -1.02332771)
mov r8.x, l(0.886227548)
dp4 r9.x, cb0[11].xyzw, r8.xyzw
dp4 r9.y, cb0[12].xyzw, r8.xyzw
dp4 r9.z, cb0[13].xyzw, r8.xyzw
max r8.xyz, r9.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r9.x, cb0[11].x, l(0.886226952)
mul r9.y, cb0[12].x, l(0.886226952)
mul r9.z, cb0[13].x, l(0.886226952)
max r9.xyz, r9.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r9.xyz, r7.xyzx, r9.xyzx
mad r8.xyz, r7.xyzx, r8.xyzx, r9.xyzx
add r8.xyz, r6.xyzx, r8.xyzx
movc r6.xyz, cb0[15].wwww, r8.xyzx, r6.xyzx
max r3.w, r5.w, l(0.040000)
min r5.z, r3.w, l(1.000000)
mad r8.xyz, -v4.xyzx, r0.wwww, cb0[17].xyzx
dp3 r0.w, r8.xyzx, r8.xyzx
rsq r0.w, r0.w
mul r8.xyz, r0.wwww, r8.xyzx
dp3_sat r0.w, r0.xyzx, cb0[17].xyzx
dp3_sat r3.w, r0.xyzx, r8.xyzx
dp3_sat r4.w, cb0[17].xyzx, r8.xyzx
mul r5.x, r5.z, r5.z
mul r5.w, r5.x, r5.x
mul r3.w, r3.w, r3.w
mad r5.x, r5.x, r5.x, l(-0.999500)
mad r3.w, r3.w, r5.x, l(1.000000)
mul r3.w, r3.w, r3.w
mul r3.w, r3.w, l(3.14159274)
div r3.w, r5.w, r3.w
mad r5.x, r5.z, l(0.234375), l(0.015625)
add r5.w, -r5.x, l(1.000000)
mul r6.w, r4.w, r4.w
mad r5.x, r6.w, r5.w, r5.x
mul r5.x, r5.x, l(4.000000)
rcp r5.x, r5.x
mad r5.w, r4.w, l(-5.554730), l(-6.983160)
mul r4.w, r4.w, r5.w
exp r4.w, r4.w
add r4.w, r4.w, l(0.040000)
mad r8.xyz, r4.wwww, cb2[4].wwww, cb2[4].xyzx
mul r3.w, r3.w, r5.x
mul r8.xyz, r8.xyzx, r3.wwww
mul r8.xyz, r0.wwww, r8.xyzx
mad r7.xyz, r7.xyzx, r0.wwww, r8.xyzx
mul r7.xyz, r1.wwww, r7.xyzx
mad r6.xyz, r7.xyzx, cb0[18].xyzx, r6.xyzx
movc o4.x, cb0[16].y, cb0[20].w, l(0)
mad r2.xyz, r2.xyzx, cb0[21].xyzx, r6.xyzx
mul r0.w, r5.y, cb2[13].x
add r1.w, -cb0[8].x, cb0[8].y
mad r1.w, cb0[8].z, r1.w, cb0[8].x
add r3.w, -cb0[8].w, cb0[9].x
mad r3.w, cb0[8].z, r3.w, cb0[8].w
mul r3.w, r3.w, l(100.000000)
div r4.w, l(100.000000), r3.w
div r3.xyw, r3.xyxz, r3.zzzw
mad_sat r1.w, -r1.w, r4.w, r3.w
add r1.w, -r1.w, l(1.000000)
add r5.xw, v3.xxxy, cb0[6].xxxy
mad r5.xw, r5.xxxw, cb0[6].zzzw, l(-0.500000, 0.000000, 0.000000, -0.500000)
mul_sat r3.w, r3.z, l(0.010000)
add r4.w, -r3.w, l(3.500000)
mad r3.w, r1.w, r4.w, r3.w
mad r5.xw, r3.wwww, r5.xxxw, l(0.500000, 0.000000, 0.000000, 0.500000)
sample_b_indexable(texture2d)(float,float,float,float) r4.w, v3.xyxx, t3.yzwx, s4, l(0.000000)
mul r4.w, r4.w, l(0.350000)
mul r6.xy, r4.xyxx, r4.wwww
mad r4.xy, r4.wwww, r4.xyxx, r5.xwxx
sample_b_indexable(texture2d)(float,float,float,float) r4.x, r4.xyxx, t4.xyzw, s5, l(0.000000)
mad r3.xy, r3.xyxx, cb2[0].xyxx, cb2[0].wzww
div r7.y, cb2[6].y, cb2[6].x
mov r7.x, l(1.000000)
mul r3.xy, r3.xyxx, r7.xyxx
sample_b_indexable(texture2d)(float,float,float,float) r3.x, r3.xyxx, t5.xyzw, s6, l(0.000000)
add r3.yz, v3.xxyx, cb0[7].xxyx
mad r3.yz, r3.yyzy, cb0[7].zzwz, l(0.000000, -0.500000, -0.500000, 0.000000)
mad r3.yz, r3.wwww, r3.yyzy, r6.xxyx
add r3.yz, r3.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r3.y, r3.yzyy, t4.yxzw, s5, l(0.000000)
ne r3.z, cb0[9].w, l(0.000000)
lt r2.w, r2.w, l(0.500000)
and r2.w, r2.w, r3.z
if_nz r2.w
  mul r2.w, r4.z, r4.z
  min r2.w, r2.w, l(1.000000)
  mul r1.w, r1.w, r1.w
  mul r1.w, r1.w, r1.w
  mul r1.w, r1.w, cb0[9].y
  mul r1.w, r1.w, l(0.050000)
  mul r3.z, r3.x, r4.x
  mul r3.z, r3.z, cb0[9].z
  mul r3.z, r1.w, r3.z
  mul r3.x, r3.x, r3.y
  mul r3.x, r3.x, cb0[9].z
  mul r1.w, r1.w, r3.x
  mul r1.w, r1.w, r2.w
  mad r3.xyz, r2.wwww, r3.zzzz, r1.wwww
else 
  mov r3.xyz, l(0,0,0,0)
endif 
add r3.xyz, r3.xyzx, cb0[5].xyzx
mul r3.xyz, r3.xyzx, cb2[13].xxxx
mad o0.xyz, r2.xyzx, r0.wwww, r3.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
mov o0.w, l(0)
mov o1.w, cb0[10].z
mov o2.w, cb0[10].x
mov o3.xw, l(0,0,0,0)
mov o3.yz, r5.yyzy
ret 
// Approximately 172 instruction slots used
