// 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 13:35:17 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float TwoSidedSign;                // Offset:   64 Size:     4 [unused]
//   float3 CameraWorldPos;             // Offset:   68 Size:    12
//   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 [unused]
//   float4 UniformPixelScalars_2;      // Offset:  160 Size:    16
//   float4 UniformPixelScalars_3;      // Offset:  176 Size:    16 [unused]
//   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 [unused]
//   float3 WindowBlendPrepassWorldIncidentLighting;// Offset:  336 Size:    12
//   uint3 LightingChannelsInt;         // Offset:  352 Size:    12
//   float4 AmbientColorAndSkyFactor;   // Offset:  368 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  384 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
//   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 [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
//
// }
//
// 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
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// PointWrapSampler                  sampler      NA          NA    0        1
// TrilinearClampSampler             sampler      NA          NA    1        1
// SceneDepthTextureSampler          sampler      NA          NA    2        1
// ShadowComparisonSampler         sampler_c      NA          NA    3        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
// SimpleLightFunctionsAtlasTexture    texture  float4          2d    5        1
// SceneDepthTexture                 texture  float4          2d    9        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
//
//
//
// 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                 4   xyzw        3     NONE   float   xyzw
// 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
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[24], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb6[1472], dynamicIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_comparison
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_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t9
dcl_input_ps linear centroid v0.xyz
dcl_input_ps linear centroid v1.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps_siv linear noperspective v5.xy, position
dcl_output o0.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, 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.xyz, r2.xyzx, r4.yyyy
mad r1.xyz, r4.xxxx, r1.xyzx, r2.xyzx
mad r1.xyz, r4.zzzz, r0.xyzx, r1.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
add r2.xyz, -cb0[5].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r4.xyz, cb0[6].xyzx, cb0[6].wwww
div r3.xy, r3.xyxx, r3.zzzz
mad r3.xy, r3.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r3.xyxx, t9.yzwx, s2, l(0.000000)
max r0.w, r0.w, l(0.00100000994)
mad r0.w, r0.w, cb2[1].z, -cb2[1].w
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
add r0.w, -r3.z, r0.w
dp3 r0.x, r0.xyzx, r1.xyzx
mul r0.x, r0.x, r0.w
div r0.xy, r0.xxxx, cb0[8].xzxx
max r0.xy, |r0.xyxx|, l(0.000001, 0.000001, 0.000000, 0.000000)
log r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, cb0[8].ywyy
exp r0.xy, r0.xyxx
min r0.xy, r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mad r1.xyz, cb0[7].wwww, cb0[7].xyzx, -r4.xyzx
mad r0.xzw, r0.xxxx, r1.xxyz, r4.xxyz
mul r0.xzw, r0.xxzw, r0.yyyy
mul r0.xzw, r2.xxyz, r0.xxzw
if_nz cb0[19].w
  mul r1.xyz, r0.xzwx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
  mul r2.xyz, r1.xyzx, cb0[19].xyzx
  mad r1.xyz, r1.xyzx, cb0[18].xyzx, r2.xyzx
  mul r1.xyz, r1.xyzx, cb0[23].wwww
else 
  mov r1.xyz, l(0,0,0,0)
endif 
mad r1.xyz, cb0[21].xyzx, r0.xzwx, r1.xyzx
mad r1.xyz, r0.xzwx, cb0[23].xyzx, r1.xyzx
if_nz cb0[22].z
  if_nz cb0[17].x
    ftou r2.xy, v5.xyxx
    ushr r2.xy, r2.xyxx, l(6, 6, 0, 0)
    mul r1.w, r3.z, l(0.010000)
    log r1.w, r1.w
    mad r1.w, r1.w, l(3.11064339), l(1.000000)
    max r1.w, r1.w, l(0.000000)
    ftou r2.z, r1.w
    mov r2.w, l(0)
    ld_indexable(texture3d)(uint,uint,uint,uint) r2.xy, r2.xyzw, t2.xyzw
    and r1.w, r2.y, l(255)
    ubfe r2.yz, l(0, 8, 8, 0), l(0, 8, 16, 0), r2.yyyy
    iadd r2.x, r2.z, r2.x
    iadd r2.x, r2.y, r2.x
    if_nz cb0[17].z
      add r2.yzw, v4.xxyz, cb0[4].yyzw
      lod r3.x, r2.yzwy, t4.y, s0
      round_ne r3.x, r3.x
      exp r3.x, -r3.x
      mul r3.xyz, r2.yzwy, r3.xxxx
      sample_l_indexable(texture3d)(float,float,float,float) r3.xy, r3.xyzx, t4.xyzw, s0, l(0.000000)
      mul r0.xzw, r0.xxzw, l(0.318309873, 0.000000, 0.318309873, 0.318309873)
      mov r4.yz, l(0,-1.000000,1.000000,0)
      mov r5.y, l(-1.000000)
      mov r6.xyz, l(0,0,0,0)
      mov r3.z, r2.x
      mov r3.w, l(0)
      loop 
        uge r5.z, r3.w, r1.w
        breakc_nz r5.z
        iadd r5.z, r3.z, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r5.w, r3.zzzz, t1.yzwx
        imul null, r6.w, r5.w, l(23)
        and r7.x, cb0[22].x, cb6[r6.w + 2].w
        if_nz r7.x
          add r7.xyz, -r2.yzwy, cb6[r6.w + 0].xyzx
          mul r8.xyz, r7.xyzx, cb6[r6.w + 0].wwww
          dp3 r7.w, r8.xyzx, r8.xyzx
          min r7.w, r7.w, l(1.000000)
          add r7.w, -r7.w, l(1.000000)
          log r7.w, r7.w
          mul r7.w, r7.w, cb6[r6.w + 1].w
          exp r7.w, r7.w
          lt r8.x, l(0.000000), cb6[r6.w + 3].x
          if_nz r8.x
            dp3 r8.y, r7.xyzx, r7.xyzx
            rsq r8.y, r8.y
            mul r8.yzw, r7.xxyz, r8.yyyy
            dp3 r8.y, r8.yzwy, -cb6[r6.w + 2].xyzx
            add r8.y, r8.y, -cb6[r6.w + 3].x
            mul_sat r8.y, r8.y, cb6[r6.w + 3].y
            mul r8.y, r8.y, r8.y
            mul r7.w, r7.w, r8.y
          endif 
          lt r8.y, l(0.000010), r7.w
          if_nz r8.y
            ine r8.y, l(0), cb6[r6.w + 3].z
            ieq r8.y, r8.y, l(-1)
            if_nz r8.y
              if_nz r8.x
                mul r8.xyzw, r2.zzzz, cb6[r6.w + 6].xyzw
                mad r8.xyzw, cb6[r6.w + 5].xyzw, r2.yyyy, r8.xyzw
                mad r8.xyzw, cb6[r6.w + 7].xyzw, r2.wwww, r8.xyzw
                add r8.xyzw, r8.zxyw, cb6[r6.w + 8].zxyw
                div r8.yz, r8.yyzy, r8.wwww
              else 
                max r8.w, |r7.z|, |r7.y|
                max r8.w, |r7.x|, r8.w
                lt r9.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), -r7.xyzx
                lt r10.xyz, -r7.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
                iadd r9.x, r9.x, -r10.x
                itof r4.x, r9.x
                mul r11.xy, r4.xyxx, -r7.zyzz
                eq r12.xyz, -r7.xyzx, |r7.xyzx|
                eq r9.xw, |r7.xxxy|, r8.wwww
                iadd r9.yz, -r9.yyzy, r10.yyzy
                itof r4.w, r9.y
                mul r10.xy, r4.zwzz, -r7.xzxx
                itof r5.x, r9.z
                mul r13.xy, r5.xyxx, -r7.xyxx
                movc r12.xyz, r12.xyzx, l(0,2,4,0), l(1,3,5,0)
                mov r10.z, r12.y
                mov r13.z, r12.z
                movc r9.yzw, r9.wwww, r10.xxyz, r13.xxyz
                mov r11.z, r12.x
                movc r9.xyz, r9.xxxx, r11.xyzx, r9.yzwy
                div r4.xw, r9.xxxy, r8.wwww
                imad r5.x, r5.w, l(23), r9.z
                mad r8.yz, r4.xxwx, cb6[r5.x + 17].xxyx, cb6[r5.x + 17].zzwz
                mul r8.x, r8.w, cb6[r6.w + 0].w
              endif 
              mad r9.xyzw, r3.yxxy, cb6[r6.w + 13].ywxz, cb6[r6.w + 14].ywxz
              mad r4.xw, r9.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r8.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r4.x, r4.xwxx, t3.xxxx, s3, r8.x
              mad r5.xw, -r9.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r8.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r5.xwxx, t3.xxxx, s3, r8.x
              add r4.x, r4.w, r4.x
              mul r5.xw, r9.xxxy, l(-0.380423, 0.000000, 0.000000, -0.380423)
              mad r5.xw, r9.zzzw, l(-0.123607, 0.000000, 0.000000, -0.123607), r5.xxxw
              add r10.xy, r5.xwxx, r8.yzyy
              sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r10.xyxx, t3.xxxx, s3, r8.x
              add r4.x, r4.w, r4.x
              add r5.xw, -r5.xxxw, r8.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r5.xwxx, t3.xxxx, s3, r8.x
              add r4.x, r4.w, r4.x
              mul r5.xw, r9.xxxy, l(0.352671, 0.000000, 0.000000, 0.352671)
              mad r5.xw, r9.zzzw, l(-0.485410, 0.000000, 0.000000, -0.485410), r5.xxxw
              add r10.xy, r5.xwxx, r8.yzyy
              sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r10.xyxx, t3.xxxx, s3, r8.x
              add r4.x, r4.w, r4.x
              add r5.xw, -r5.xxxw, r8.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r5.xwxx, t3.xxxx, s3, r8.x
              add r4.x, r4.w, r4.x
              mul r10.xyzw, r9.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
              mad r5.xw, r9.zzzw, l(0.647214, 0.000000, 0.000000, 0.647214), r10.xxxy
              add r9.zw, r5.xxxw, r8.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r9.zwzz, t3.xxxx, s3, r8.x
              add r4.x, r4.w, r4.x
              add r5.xw, -r5.xxxw, r8.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r5.xwxx, t3.xxxx, s3, r8.x
              add r4.x, r4.w, r4.x
              mad r5.xw, r9.xxxy, l(-0.951057, 0.000000, 0.000000, -0.951057), r10.zzzw
              add r9.xy, r5.xwxx, r8.yzyy
              sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r9.xyxx, t3.xxxx, s3, r8.x
              add r4.x, r4.w, r4.x
              add r5.xw, -r5.xxxw, r8.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r5.xwxx, t3.xxxx, s3, r8.x
              add r4.x, r4.w, r4.x
              mul r4.x, r4.x, l(0.100000)
              mul r4.x, r4.x, r4.x
              mul r7.w, r4.x, r7.w
            endif 
            mul r8.xyz, r7.wwww, cb6[r6.w + 1].xyzx
            ne r4.x, l(0.000000), cb6[r6.w + 4].x
            if_nz r4.x
              mul r9.xyz, -r7.yyyy, cb6[r6.w + 10].xyzx
              mad r7.xyw, cb6[r6.w + 9].xyxz, -r7.xxxx, r9.xyxz
              mad r7.xyz, cb6[r6.w + 11].xyzx, -r7.zzzz, r7.xywx
              div r4.xw, r7.xxxy, r7.zzzz
              mad r4.xw, r4.xxxw, cb6[r6.w + 4].xxxx, cb6[r6.w + 4].yyyz
              mov r4.xw, |r4.xxxw|
              mul_sat r5.x, r7.z, cb6[r6.w + 4].w
              sample_l_indexable(texture2d)(float,float,float,float) r7.xyz, r4.xwxx, t5.xyzw, s1, l(0.000000)
              add r9.xyz, -r7.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
              mad r7.xyz, r5.xxxx, r9.xyzx, r7.xyzx
              mul r8.xyz, r7.xyzx, r8.xyzx
            endif 
            mad r6.xyz, r0.xzwx, r8.xyzx, r6.xyzx
          endif 
        endif 
        iadd r3.w, r3.w, l(1)
        mov r3.z, r5.z
      endloop 
    else 
      mov r6.xyz, l(0,0,0,0)
    endif 
  else 
    mov r6.xyz, l(0,0,0,0)
  endif 
  add r1.xyz, r1.xyzx, r6.xyzx
endif 
mul r0.xzw, cb0[5].xxyz, cb2[13].xxxx
mad r0.xzw, r1.xxyz, cb2[13].xxxx, r0.xxzw
add r1.x, -cb0[10].w, cb0[10].z
mad o0.w, r0.y, r1.x, cb0[10].w
mad o0.xyz, r0.xzwx, v3.wwww, v3.xyzx
ret 
// Approximately 221 instruction slots used
