// Water 4
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Sat Jun 10 09:15:48 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float TwoSidedSign;                // Offset:   64 Size:     4
//   float3 CameraWorldPos;             // Offset:   68 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 UniformPixelVector_4;       // Offset:  160 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  176 Size:    16 [unused]
//   float4 UniformPixelScalars_1;      // Offset:  192 Size:    16 [unused]
//   float4 UniformPixelScalars_2;      // Offset:  208 Size:    16
//   float3 LightingChannelsAndModel;   // Offset:  224 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:  240 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:  256 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:  272 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:  288 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:  296 Size:     4 [unused]
//   bool4 bClusteredForwardRenderingOptions;// Offset:  304 Size:    16
//   float3 UpperSkyColor;              // Offset:  320 Size:    12 [unused]
//   float3 LowerSkyColor;              // Offset:  336 Size:    12 [unused]
//   bool bEnableSkyLight;              // Offset:  348 Size:     4 [unused]
//   bool2 bEnableReflections;          // Offset:  352 Size:     8
//   uint3 LightingChannelsInt;         // Offset:  368 Size:    12
//   float4 AmbientOcclusionParams;     // Offset:  384 Size:    16
//   float4 AmbientColorAndSkyFactor;   // Offset:  400 Size:    16 [unused]
//   float EnvironmentReflectionFactor; // Offset:  416 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
//   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
// ------------------------------ ---------- ------- ----------- ---- --------
// TrilinearClampSampler             sampler      NA          NA    1        1
// LightMapTexturesSampler[0]        sampler      NA          NA    2        1
// LightMapTexturesSampler[1]        sampler      NA          NA    3        1
// SceneDepthTextureSampler          sampler      NA          NA    4        1
// SceneColorTextureSampler          sampler      NA          NA    5        1
// PixelTexture2D_0Sampler           sampler      NA          NA    6        1
// PixelTexture2D_1Sampler           sampler      NA          NA    7        1
// EnvironmentBRDFTexture            texture  float4          2d    0        1
// LightIndexListTexture             texture    uint         buf    1        1
// ClusteredTexture3D                texture   uint2          3d    2        1
// EnvironmentReflectionTextureArray    texture  float4   cubearray    6        1
// ExteriorReflectionTexture         texture  float4        cube    8        1
// SceneDepthTexture                 texture  float4          2d    9        1
// SceneColorTexture                 texture  float4          2d   10        1
// PixelTexture2D_0                  texture  float4          2d   11        1
// PixelTexture2D_1                  texture  float4          2d   12        1
// LightMapTextures[0]               texture  float4          2d   13        1
// LightMapTextures[1]               texture  float4          2d   14        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   x   
//
//
// 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[27], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb6[1472], dynamicIndexed
dcl_constantbuffer cb8[384], dynamicIndexed
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_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_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_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_input_ps_sgv v8.x, is_front_face
dcl_output o0.xyzw
//dcl_temps 13
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.xyzw, v4.xyxy, cb0[7].xyxy
mad r5.xy, r5.xyxx, l(6.000000, 2.000000, 0.000000, 0.000000), cb0[8].xyxx
sample_b_indexable(texture2d)(float,float,float,float) r6.xyz, r5.xyxx, t11.xyzw, s6, l(0.000000)
mad r6.xyz, r6.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r5.zw, r5.zzzw, l(0.000000, 0.000000, -3.000000, -1.000000), cb0[9].xxxy
sample_b_indexable(texture2d)(float,float,float,float) r7.xyz, r5.zwzz, t11.xyzw, s6, l(0.000000)
mad r6.xyz, r7.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), r6.xyzx
add r6.xyz, r6.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r6.xyz, r6.xyzx, l(2.000000, 2.000000, 0.500000, 0.000000)
dp3 r0.w, r6.xyzx, r6.xyzx
rsq r0.w, r0.w
mul r6.xyz, r0.wwww, r6.xyzx
movc r0.w, v8.x, l(1.000000), l(-1.000000)
mul r0.w, r0.w, cb0[4].x
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
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v3.xyxx, t13.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, v3.xyxx, t14.wxyz, s3
mad r2.yzw, r2.yyzw, l(0.000000, 2.000000, 2.000000, 2.000000), l(0.000000, -1.000000, -1.000000, -1.000000)
dp3 r1.w, r2.yzwy, r2.yzwy
rsq r1.w, r1.w
mul r6.xyz, r1.wwww, r2.yzwy
mov_sat r2.x, r2.x
mad r3.w, r2.x, cb0[24].x, cb0[24].y
min r3.w, r3.w, l(1.000000)
mad r2.yzw, r2.yyzw, r1.wwww, r4.xxyz
dp3 r1.w, r2.yzwy, r2.yzwy
rsq r1.w, r1.w
mul r2.yzw, r1.wwww, r2.yyzw
dp3_sat r1.w, r0.xyzx, r6.xyzx
dp3_sat r4.w, r0.xyzx, r2.yzwy
dp3_sat r2.y, r6.xyzx, r2.yzwy
mul r2.z, r4.w, r4.w
mad r2.z, r2.z, l(-0.999399960), l(1.000000)
mul r2.z, r2.z, r2.z
mul r2.z, r2.z, l(3.14159274)
div r2.z, l(0.000100000012), r2.z
mul r2.w, r2.y, r2.y
mad r2.w, r2.w, l(0.960937500), l(0.0390625000)
mul r2.w, r2.w, l(4.000000)
rcp r2.w, r2.w
mad r4.w, r2.y, l(-5.554730), l(-6.983160)
mul r2.y, r2.y, r4.w
exp r2.y, r2.y
add r2.y, r2.y, l(0.040000)
mad r6.xyz, r2.yyyy, cb2[4].wwww, cb2[4].xyzx
mul r2.y, r2.w, r2.z
mul r2.yzw, r6.xxyz, r2.yyyy
mul r2.yzw, r1.wwww, r2.yyzw
mul r1.xyz, r1.xyzx, r2.yzwy
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r6.x, r0.xyzx, r4.xyzx
lt r0.w, r6.x, l(0.000000)
add r1.w, r6.x, r6.x
mad r2.yzw, r0.xxyz, -r1.wwww, r4.xxyz
movc r2.yzw, r0.wwww, r0.xxyz, -r2.yyzw
if_nz cb0[22].x
  mov_sat r7.x, r6.x
  mov r7.y, l(0.100000)
  sample_l_indexable(texture2d)(float,float,float,float) r6.zw, r7.xyxx, t0.zwxy, s1, l(0.000000)
  sample_l_indexable(texturecube)(float,float,float,float) r7.xyz, r2.yzwy, t8.xyzw, s1, l(2.02052975)
  mad r0.w, r6.z, l(0.040000), r6.w
  mad r1.xyz, r7.xyzx, r0.wwww, r1.xyzx
endif 
if_nz cb0[23].z
  if_nz cb0[19].x
    ftou r6.zw, v7.xxxy
    ushr r7.xy, r6.zwzz, l(6, 6, 0, 0)
    mul r0.w, r3.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 r7.z, r0.w
    mov r7.w, l(0)
    ld_indexable(texture3d)(uint,uint,uint,uint) r6.zw, r7.xyzw, t2.zwxy
    and r0.w, r6.w, l(255)
    ubfe r7.xy, l(8, 8, 0, 0), l(8, 16, 0, 0), r6.wwww
    add r8.xyz, v6.xyzx, cb0[4].yzwy
    iadd r1.w, r6.z, r7.y
    if_nz cb0[19].y
      mad r2.x, r2.x, cb0[24].z, cb0[24].w
      mul r2.x, r2.x, cb0[26].x
      mov_sat r6.x, r6.x
      mov r6.y, l(0.100000)
      sample_l_indexable(texture2d)(float,float,float,float) r6.xy, r6.xyxx, t0.xyzw, s1, l(0.000000)
      mad r4.w, r6.x, l(0.040000), r6.y
      mov r6.xyz, l(0,0,0,0)
      mov r6.w, r1.w
      mov r7.yz, l(0,0,0,0)
      loop 
        uge r7.w, r7.z, r7.x
        breakc_nz r7.w
        iadd r7.w, r6.w, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r8.w, r6.wwww, t1.yzwx
        imul null, r8.w, r8.w, l(6)
        and r9.x, cb0[23].y, cb8[r8.w + 2].w
        if_nz r9.x
          add r9.xyz, r8.xyzx, -cb8[r8.w + 0].xyzx
          dp2 r10.x, cb8[r8.w + 1].xyxx, r9.xyxx
          dp2 r10.y, cb8[r8.w + 1].zwzz, r9.xyxx
          mul r10.z, r9.z, cb8[r8.w + 3].z
          add_sat r9.xyz, |r10.xyzx|, cb8[r8.w + 4].xyzx
          mul r9.xyz, r9.xyzx, cb8[r8.w + 5].xyzx
          max r9.y, r9.z, r9.y
          max r9.x, r9.y, r9.x
          add r9.x, -r9.x, l(1.000000)
          lt r9.y, l(0.000000), r9.x
          if_nz r9.y
            dp2 r11.x, cb8[r8.w + 1].xyxx, r2.yzyy
            dp2 r11.y, cb8[r8.w + 1].zwzz, r2.yzyy
            mul r11.z, r2.w, cb8[r8.w + 3].z
            lt r9.yzw, l(0.000000, 0.000000, 0.000000, 0.000000), r11.xxyz
            lt r12.xyz, r11.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
            iadd r9.yzw, r9.yyzw, -r12.xxyz
            itof r9.yzw, r9.yyzw
            mad r9.yzw, r10.xxyz, r9.yyzw, l(0.000000, 1.000000, 1.000000, 1.000000)
            div r9.yzw, r9.yyzw, |r11.xxyz|
            min r9.z, r9.w, r9.z
            min r9.y, r9.z, r9.y
            mul_sat r9.z, r9.y, cb8[r8.w + 3].w
            mul r9.w, r9.z, r9.x
            mad r10.xyz, r9.yyyy, r2.yzwy, r8.xyzx
            add r10.xyz, r10.xyzx, -cb8[r8.w + 0].xyzx
            max r9.y, l(2.02052975), cb8[r8.w + 5].w
            mov r10.w, cb8[r8.w + 0].w
            sample_l_indexable(texturecubearray)(float,float,float,float) r10.xyz, r10.xyzw, t6.xyzw, s1, r9.y
            mul r10.xyz, r10.xyzx, cb8[r8.w + 4].wwww
            mul r10.xyz, r4.wwww, r10.xyzx
            mad r6.xyz, r10.xyzx, r9.wwww, r6.xyzx
            mad r7.y, r9.x, r9.z, r7.y
          endif 
        endif 
        iadd r7.z, r7.z, l(1)
        mov r6.w, r7.w
      endloop 
      lt r2.y, l(1.000000), r7.y
      div r7.yzw, r6.xxyz, r7.yyyy
      movc r2.yzw, r2.yyyy, r7.yyzw, r6.xxyz
      mul r2.xyz, r2.xxxx, r2.yzwy
    else 
      mov r2.xyz, l(0,0,0,0)
    endif 
    iadd r1.w, r7.x, r1.w
    if_nz cb0[19].z
      mov r6.xyz, r2.xyzx
      mov r2.w, r1.w
      mov r4.w, l(0)
      loop 
        uge r6.w, r4.w, r0.w
        breakc_nz r6.w
        iadd r6.w, r2.w, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r7.x, r2.wwww, t1.xyzw
        imul null, r7.x, r7.x, l(23)
        and r7.y, cb0[23].x, cb6[r7.x + 2].w
        if_nz r7.y
          add r7.yzw, -r8.xxyz, cb6[r7.x + 0].xxyz
          mul r9.xyz, r7.yzwy, cb6[r7.x + 0].wwww
          dp3 r8.w, r9.xyzx, r9.xyzx
          min r8.w, r8.w, l(1.000000)
          add r8.w, -r8.w, l(1.000000)
          log r8.w, r8.w
          mul r8.w, r8.w, cb6[r7.x + 1].w
          exp r8.w, r8.w
          lt r9.x, l(0.000000), cb6[r7.x + 3].x
          if_nz r9.x
            dp3 r9.x, r7.yzwy, r7.yzwy
            rsq r9.x, r9.x
            mul r9.xyz, r7.yzwy, r9.xxxx
            dp3 r9.x, r9.xyzx, -cb6[r7.x + 2].xyzx
            add r9.x, r9.x, -cb6[r7.x + 3].x
            mul_sat r9.x, r9.x, cb6[r7.x + 3].y
            mul r9.x, r9.x, r9.x
            mul r8.w, r8.w, r9.x
          endif 
          mul r9.xyz, r8.wwww, cb6[r7.x + 1].xyzx
          dp3 r7.x, r7.yzwy, r7.yzwy
          rsq r7.x, r7.x
          mul r10.xyz, r7.xxxx, r7.yzwy
          mad r7.xyz, r7.yzwy, r7.xxxx, r4.xyzx
          dp3 r7.w, r7.xyzx, r7.xyzx
          rsq r7.w, r7.w
          mul r7.xyz, r7.wwww, r7.xyzx
          dp3_sat r7.w, r0.xyzx, r10.xyzx
          dp3_sat r8.w, r0.xyzx, r7.xyzx
          dp3_sat r7.x, r10.xyzx, r7.xyzx
          mul r7.y, r8.w, r8.w
          mad r7.y, r7.y, l(-0.999399960), l(1.000000)
          mul r7.y, r7.y, r7.y
          mul r7.y, r7.y, l(3.14159274)
          div r7.y, l(0.000100000012), r7.y
          mul r7.z, r7.x, r7.x
          mad r7.z, r7.z, l(0.960937500), l(0.0390625000)
          mul r7.z, r7.z, l(4.000000)
          rcp r7.z, r7.z
          mad r8.w, r7.x, l(-5.554730), l(-6.983160)
          mul r7.x, r7.x, r8.w
          exp r7.x, r7.x
          add r7.x, r7.x, l(0.040000)
          mad r10.xyz, r7.xxxx, cb2[4].wwww, cb2[4].xyzx
          mul r7.x, r7.z, r7.y
          mul r7.xyz, r10.xyzx, r7.xxxx
          mul r7.xyz, r7.wwww, r7.xyzx
          mad r6.xyz, r7.xyzx, r9.xyzx, r6.xyzx
        endif 
        iadd r4.w, r4.w, l(1)
        mov r2.w, r6.w
      endloop 
      mov r2.xyz, r6.xyzx
    endif 
  else 
    mov r2.xyz, l(0,0,0,0)
  endif 
  add r1.xyz, r1.xyzx, r2.xyzx
endif 
mul r0.x, r3.w, cb2[13].x
div r0.yz, r3.xxyx, r3.zzzz
mad r0.yz, r0.yyzy, cb2[0].xxyx, cb2[0].wwzw
max r2.xy, r0.yzyy, cb2[7].xyxx
min r2.xy, r2.xyxx, cb2[7].zwzz
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t10.xyzw, s5
mul r2.xyz, r2.xyzx, cb2[13].yyyy
mad r2.xyz, r2.xyzx, cb0[10].xyzx, cb0[6].xyzx
mul r2.xyz, r2.xyzx, cb2[13].xxxx
mad r1.xyz, r1.xyzx, r0.xxxx, r2.xyzx
mul_sat r0.x, r3.z, l(0.100000)
add r0.w, cb0[5].w, l(-0.500000)
add r1.w, -v4.y, l(1.000000)
mad_sat r0.w, r0.w, l(2.000000), r1.w
add r2.x, -cb0[13].z, cb0[13].y
mad r1.w, r1.w, r2.x, cb0[13].z
sample_b_indexable(texture2d)(float,float,float,float) r2.x, r5.xyxx, t12.xyzw, s7, l(0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r2.y, r5.zwzz, t12.yxzw, s7, l(0.000000)
add r2.x, r2.y, r2.x
add r1.w, r1.w, r2.x
add r1.w, r1.w, l(-1.000000)
add_sat r1.w, r1.w, r1.w
mul r0.w, r0.w, r1.w
mul r0.x, r0.w, r0.x
sample_l_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t9.yxzw, s4, l(0.000000)
max r0.y, r0.y, l(0.00100000994)
mad r0.y, r0.y, cb2[1].z, -cb2[1].w
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.y, -r3.z, r0.y
mul_sat r0.y, r0.y, l(0.010000)
mul o0.w, r0.y, r0.x
mad o0.xyz, r1.xyzx, v5.wwww, v5.xyzx
ret 
// Approximately 267 instruction slots used
