// Batch Halo Fix - DHR
// ---- Created with 3Dmigoto v1.2.57 on Thu Apr 27 19:07:07 2017

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float3 CameraWorldPos : packoffset(c4);
  float4 ActorWorldPos : packoffset(c5);
  float4 UniformPixelVector_0 : packoffset(c6);
  float4 UniformPixelVector_1 : packoffset(c7);
  float4 UniformPixelVector_2 : packoffset(c8);
  float4 UniformPixelVector_3 : packoffset(c9);
  float4 UniformPixelVector_4 : packoffset(c10);
  float4 UniformPixelVector_5 : packoffset(c11);
  float4 UniformPixelVector_6 : packoffset(c12);
  float4 UniformPixelVector_7 : packoffset(c13);
  float4 UniformPixelVector_8 : packoffset(c14);
  float4 UniformPixelVector_9 : packoffset(c15);
  float4 UniformPixelScalars_0 : packoffset(c16);
  float4 UniformPixelScalars_1 : packoffset(c17);
  float4 UniformPixelScalars_2 : packoffset(c18);
  float4 UniformPixelScalars_3 : packoffset(c19);
  float4 UniformPixelScalars_4 : packoffset(c20);
  float4 UniformPixelScalars_5 : packoffset(c21);
  float4 UniformPixelScalars_6 : packoffset(c22);
  float3x3 WorldToLocal : packoffset(c23);
  float4 GridSize : packoffset(c26);
  float4 WorldIncidentLighting[3] : packoffset(c27);
}

cbuffer VSOffsetConstants : register(b1)
{
  float4x4 ViewProjectionMatrix : packoffset(c0);
  float4x4 ViewProjectionMatrixNoTemporal : packoffset(c4);
  float4 CameraPositionVS : packoffset(c8);
  float4 PreViewTranslation : packoffset(c9);
}

cbuffer PSOffsetConstants : register(b2)
{
  float4 ScreenPositionScaleBias : packoffset(c0);
  float4 MinZ_MaxZRatio : packoffset(c1);
  float NvStereoEnabled : packoffset(c2);
  float MetallicOverrideParameter : packoffset(c2.y);
  float4 DiffuseOverrideParameter : packoffset(c3);
  float4 SpecularOverrideParameter : packoffset(c4);
  float4 CameraPositionPS : packoffset(c5);
  float4 ScreenAndTexelSize : packoffset(c6);
  float4 ViewClampRect : packoffset(c7);
  float2 ProjectionInvScale : packoffset(c8);
  float4x4 ViewProjectionMatrixPS : packoffset(c9);
  float2 SceneColorExponentBias : packoffset(c13);
}

SamplerState SceneDepthTextureSampler_s : register(s2);
SamplerState PixelTexture2D_0Sampler_s : register(s3);
SamplerState PixelTexture2D_1Sampler_s : register(s4);
Texture2D<float4> SceneDepthTexture : register(t1);
Texture2D<float4> PixelTexture2D_0 : register(t2);
Texture2D<float4> PixelTexture2D_1 : register(t3);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main( 
  float4 v0 : TEXCOORD0,
  float4 v1 : TEXCOORD1,
  float4 v2 : TEXCOORD10,
  float4 v3 : TEXCOORD11,
  float4 v4 : TEXCOORD6,
  float4 v5 : TEXCOORD7,
  uint v6 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = ViewProjectionMatrix._m01_m11_m31 * v5.yyy;
  r0.xyz = ViewProjectionMatrix._m00_m10_m30 * v5.xxx + r0.xyz;
  r0.xyz = ViewProjectionMatrix._m02_m12_m32 * v5.zzz + r0.xyz;
  r0.xyz = ViewProjectionMatrix._m03_m13_m33 * v5.www + r0.xyz;

  //Fix Halo
  float4 stereo = StereoParams.Load(0);
  r0.x += stereo.x * (r0.z - stereo.y);  
  
  r0.xy = r0.xy / r0.zz;
  r0.xy = r0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  
  r0.x = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.xy, 0).x;
  r0.x = max(0.00100000994, r0.x);
  r0.x = r0.x * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.x = 1 / r0.x;
  r0.x = r0.x + -r0.z;
  r0.y = dot(v4.xyz, v4.xyz);
  r0.y = rsqrt(r0.y);
  r0.yzw = v4.xyz * r0.yyy;
  r1.x = v2.z * r0.z;
  r1.x = v1.z * r0.y + r1.x;
  r0.w = v3.z * r0.w + r1.x;
  r0.x = r0.x * r0.w;
  r0.xw = saturate(r0.xx / UniformPixelScalars_3.zy);
  r1.xyz = UniformPixelVector_6.www * UniformPixelVector_6.xyz;
  r2.xyz = UniformPixelVector_7.www * UniformPixelVector_7.xyz + -r1.xyz;
  r1.xyz = r0.www * r2.xyz + r1.xyz;
  r0.x = max(9.99999997e-007, r0.x);
  r0.x = log2(r0.x);
  r0.x = UniformPixelScalars_3.w * r0.x;
  r0.x = exp2(r0.x);
  r1.xyz = r0.xxx * r1.xyz;
  r0.x = saturate(UniformPixelScalars_6.x + r0.x);
  r2.xyz = float3(1,1,1) + -UniformPixelVector_0.xyz;
  r1.xyz = r2.xyz * r1.xyz;
  r1.xyz = UniformPixelScalars_4.yyy * -r1.xyz + r1.xyz;
  r1.xyz = float3(0.318309873,0.318309873,0.318309873) * r1.xyz;
  r2.x = 0.886226952 * WorldIncidentLighting[0].x;
  r2.y = 0.886226952 * WorldIncidentLighting[1].x;
  r2.z = 0.886226952 * WorldIncidentLighting[2].x;
  r2.xyz = max(float3(0,0,0), r2.xyz);
  r2.xyz = r2.xyz * r1.xyz;
  r3.xyz = CameraWorldPos.xyz + v5.xyz;
  r4.xyzw = float4(0.00499999989,0.00499999989,0.00499999989,0.00499999989) * r3.yxyx;
  r0.w = ActorWorldPos.z + -r3.z;
  r0.w = UniformPixelScalars_4.w + r0.w;
  r0.w = saturate(-r0.w / UniformPixelScalars_5.x);
  r0.w = UniformPixelScalars_4.z * r0.w + -UniformPixelScalars_4.z;
  r3.xy = r4.xy * UniformPixelVector_1.xy + UniformPixelVector_2.xy;
  r3.zw = r4.zw * UniformPixelVector_1.zw + UniformPixelVector_3.xy;
  r4.xyz = PixelTexture2D_0.SampleBias(PixelTexture2D_0Sampler_s, r3.zw, 0).xyz;
  r3.xyz = PixelTexture2D_0.SampleBias(PixelTexture2D_0Sampler_s, r3.xy, 0).xyz;
  r3.xyz = r3.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r3.xyz = r4.xyz * float3(2,2,2) + r3.xyz;
  r3.xyz = float3(-1,-1,-1) + r3.xyz;
  r3.xyz = UniformPixelVector_5.xyz * r3.xyz;
  r1.w = dot(r3.xyz, r3.xyz);
  r1.w = rsqrt(r1.w);
  r4.xyz = r3.xyz * r1.www;
  r3.xy = r3.xy * float2(0.200000003,0.200000003) + v0.xy;
  r0.yz = r0.ww * r0.yz + r3.xy;
  r0.y = PixelTexture2D_1.SampleBias(PixelTexture2D_1Sampler_s, r0.yz, 0).x;
  r0.y = -1 + r0.y;
  r0.y = UniformPixelScalars_5.y * r0.y + 1;
  r3.xyz = v2.yzx * r4.yyy;
  r3.xyz = v1.yzx * r4.xxx + r3.xyz;
  r3.xyz = v3.yzx * r4.zzz + r3.xyz;
  r3.yzw = float3(-1.02332771,1.02332771,-1.02332771) * r3.xyz;
  r3.x = 0.886227548;
  r4.x = dot(WorldIncidentLighting[0].xyzw, r3.xyzw);
  r4.y = dot(WorldIncidentLighting[1].xyzw, r3.xyzw);
  r4.z = dot(WorldIncidentLighting[2].xyzw, r3.xyzw);
  r3.xyz = max(float3(0,0,0), r4.xyz);
  r1.xyz = r1.xyz * r3.xyz + r2.xyz;
  r0.z = PixelTexture2D_1.SampleBias(PixelTexture2D_1Sampler_s, v0.xy, 0).y;
  r0.y = saturate(r0.z * r0.y);
  o0.w = r0.x * r0.z;
  r0.xyz = r1.xyz * r0.yyy;
  o0.xyz = SceneColorExponentBias.xxx * r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12
//   float4 ActorWorldPos;              // 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 [unused]
//   float4 UniformPixelVector_5;       // Offset:  176 Size:    16
//   float4 UniformPixelVector_6;       // Offset:  192 Size:    16
//   float4 UniformPixelVector_7;       // Offset:  208 Size:    16
//   float4 UniformPixelVector_8;       // Offset:  224 Size:    16 [unused]
//   float4 UniformPixelVector_9;       // Offset:  240 Size:    16 [unused]
//   float4 UniformPixelScalars_0;      // Offset:  256 Size:    16 [unused]
//   float4 UniformPixelScalars_1;      // Offset:  272 Size:    16 [unused]
//   float4 UniformPixelScalars_2;      // Offset:  288 Size:    16 [unused]
//   float4 UniformPixelScalars_3;      // Offset:  304 Size:    16
//   float4 UniformPixelScalars_4;      // Offset:  320 Size:    16
//   float4 UniformPixelScalars_5;      // Offset:  336 Size:    16
//   float4 UniformPixelScalars_6;      // Offset:  352 Size:    16
//   float3x3 WorldToLocal;             // Offset:  368 Size:    44 [unused]
//   float4 GridSize;                   // Offset:  416 Size:    16 [unused]
//   float4 WorldIncidentLighting[3];   // Offset:  432 Size:    48
//
// }
//
// 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
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneDepthTextureSampler          sampler      NA          NA    2        1
// PixelTexture2D_0Sampler           sampler      NA          NA    3        1
// PixelTexture2D_1Sampler           sampler      NA          NA    4        1
// SceneDepthTexture                 texture  float4          2d    1        1
// PixelTexture2D_0                  texture  float4          2d    2        1
// PixelTexture2D_1                  texture  float4          2d    3        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                 0   xyzw        0     NONE   float   xy  
// TEXCOORD                 1   xyz         1     NONE   float   xyz 
// TEXCOORD                10   xyz         2     NONE   float   xyz 
// TEXCOORD                11   xyz         3     NONE   float   xyz 
// TEXCOORD                 6   xyzw        4     NONE   float   xyz 
// TEXCOORD                 7   xyzw        5     NONE   float   xyzw
// 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[30], 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_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 5
mul r0.xyz, v5.yyyy, cb1[1].xywx
mad r0.xyz, cb1[0].xywx, v5.xxxx, r0.xyzx
mad r0.xyz, cb1[2].xywx, v5.zzzz, r0.xyzx
mad r0.xyz, cb1[3].xywx, v5.wwww, r0.xyzx
div r0.xy, r0.xyxx, r0.zzzz
mad r0.xy, r0.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s2, l(0.000000)
max r0.x, r0.x, l(0.001000)
mad r0.x, r0.x, cb2[1].z, -cb2[1].w
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
add r0.x, -r0.z, r0.x
dp3 r0.y, v4.xyzx, v4.xyzx
rsq r0.y, r0.y
mul r0.yzw, r0.yyyy, v4.xxyz
mul r1.x, r0.z, v2.z
mad r1.x, v1.z, r0.y, r1.x
mad r0.w, v3.z, r0.w, r1.x
mul r0.x, r0.w, r0.x
div_sat r0.xw, r0.xxxx, cb0[19].zzzy
mul r1.xyz, cb0[12].xyzx, cb0[12].wwww
mad r2.xyz, cb0[13].wwww, cb0[13].xyzx, -r1.xyzx
mad r1.xyz, r0.wwww, r2.xyzx, r1.xyzx
max r0.x, r0.x, l(0.000001)
log r0.x, r0.x
mul r0.x, r0.x, cb0[19].w
exp r0.x, r0.x
mul r1.xyz, r1.xyzx, r0.xxxx
add_sat r0.x, r0.x, cb0[22].x
add r2.xyz, -cb0[6].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.xyz, r1.xyzx, r2.xyzx
mad r1.xyz, cb0[20].yyyy, -r1.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000)
mul r2.x, cb0[27].x, l(0.886227)
mul r2.y, cb0[28].x, l(0.886227)
mul r2.z, cb0[29].x, l(0.886227)
max r2.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r2.xyz, r1.xyzx, r2.xyzx
add r3.xyz, v5.xyzx, cb0[4].xyzx
mul r4.xyzw, r3.yxyx, l(0.005000, 0.005000, 0.005000, 0.005000)
add r0.w, -r3.z, cb0[5].z
add r0.w, r0.w, cb0[20].w
div_sat r0.w, -r0.w, cb0[21].x
mad r0.w, cb0[20].z, r0.w, -cb0[20].z
mad r3.xy, r4.xyxx, cb0[7].xyxx, cb0[8].xyxx
mad r3.zw, r4.zzzw, cb0[7].zzzw, cb0[9].xxxy
sample_b_indexable(texture2d)(float,float,float,float) r4.xyz, r3.zwzz, t2.xyzw, s3, l(0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r3.xyz, r3.xyxx, t2.xyzw, s3, l(0.000000)
mad r3.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r3.xyz, r4.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), r3.xyzx
add r3.xyz, r3.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r3.xyz, r3.xyzx, cb0[11].xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r4.xyz, r1.wwww, r3.xyzx
mad r3.xy, r3.xyxx, l(0.200000, 0.200000, 0.000000, 0.000000), v0.xyxx
mad r0.yz, r0.wwww, r0.yyzy, r3.xxyx
sample_b_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t3.yxzw, s4, l(0.000000)
add r0.y, r0.y, l(-1.000000)
mad r0.y, cb0[21].y, r0.y, l(1.000000)
mul r3.xyz, r4.yyyy, v2.yzxy
mad r3.xyz, v1.yzxy, r4.xxxx, r3.xyzx
mad r3.xyz, v3.yzxy, r4.zzzz, r3.xyzx
mul r3.yzw, r3.xxyz, l(0.000000, -1.023328, 1.023328, -1.023328)
mov r3.x, l(0.886228)
dp4 r4.x, cb0[27].xyzw, r3.xyzw
dp4 r4.y, cb0[28].xyzw, r3.xyzw
dp4 r4.z, cb0[29].xyzw, r3.xyzw
max r3.xyz, r4.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r1.xyz, r1.xyzx, r3.xyzx, r2.xyzx
sample_b_indexable(texture2d)(float,float,float,float) r0.z, v0.xyxx, t3.xzyw, s4, l(0.000000)
mul_sat r0.y, r0.y, r0.z
mul o0.w, r0.z, r0.x
mul r0.xyz, r0.yyyy, r1.xyzx
mul o0.xyz, r0.xyzx, cb2[13].xxxx
ret 
// Approximately 75 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
