// Shadows Pattern2 ok

cbuffer _Globals : register(b0)
{
  float3 LightingChannelsAndModel : packoffset(c0);
  float4 ShadowModulateColor : packoffset(c1);
  float4 LightPosition : packoffset(c2);
  float4x4 ScreenToWorld : packoffset(c3);
  float3 FalloffParameters : packoffset(c7);
  float3 SpotDirection : packoffset(c8);
  float2 SpotAngles : packoffset(c9);
  float4 SampleOffsets[2] : packoffset(c10);
  float3 ShadowBufferSizeAndSoftTransitionScale : packoffset(c12);
  float2 ShadowTexelSize : packoffset(c13);
  float4 ShadowClampRect : packoffset(c14);
  uint LightingChannelMask : packoffset(c15);
  float4x4 ScreenToShadowMatrix : packoffset(c16);
  float4 ShadowFilterScale : packoffset(c20);
  float4 ShadowFilterBias : packoffset(c21);
  float3 LightVector : packoffset(c22);
  float2 ShadowFadeScaleBias : packoffset(c23);
  float4x4 ScreenToWorldMatrix : packoffset(c24);
}

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 RandomAngles3DTextureSampler_s : register(s4);
SamplerComparisonState ShadowComparisonSampler_s : register(s3);
Texture2D<float4> SceneDepthTexture : register(t0);
Texture2D<float4> ShadowDepthTexture : register(t1);
Texture3D<float4> RandomAngles3DTexture : register(t2);


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


void main( 
  float4 v0 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v0.xy / v0.ww;
  r0.zw = r0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r0.z = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.zw, 0).x;
  r0.z = max(0.00100000994, r0.z);
  r0.z = r0.z * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.z = 1 / r0.z;
  r0.xy = r0.xy * r0.zz;
  
  //Fix
  float4 stereo = StereoParams.Load(0);
  r0.x -= stereo.x * (r0.z - stereo.y);
  
  r1.xyz = ScreenToWorldMatrix._m01_m11_m21 * r0.yyy;
  r1.xyz = ScreenToWorldMatrix._m00_m10_m20 * r0.xxx + r1.xyz;
  r1.xyz = ScreenToWorldMatrix._m02_m12_m22 * r0.zzz + r1.xyz;
  r1.xyz = ScreenToWorldMatrix._m03_m13_m23 + r1.xyz;
  r0.w = RandomAngles3DTexture.CalculateLevelOfDetailUnclamped(RandomAngles3DTextureSampler_s, r1.xyz);
  r0.w = round(r0.w);
  r0.w = exp2(-r0.w);
  r1.xyz = r1.xyz * r0.www;
  r1.xy = RandomAngles3DTexture.SampleLevel(RandomAngles3DTextureSampler_s, r1.xyz, 0).xy;
  r1.xyzw = r1.yxxy * ShadowFilterScale.ywxz + ShadowFilterBias.ywxz;
  r2.xyzw = ScreenToShadowMatrix._m01_m11_m21_m31 * r0.yyyy;
  r2.xyzw = ScreenToShadowMatrix._m00_m10_m20_m30 * r0.xxxx + r2.xyzw;
  r0.xyzw = ScreenToShadowMatrix._m02_m12_m22_m32 * r0.zzzz + r2.xyzw;
  r0.xyzw = ScreenToShadowMatrix._m03_m13_m23_m33 + r0.xyzw;
  r0.xy = r0.xy / r0.ww;
  r2.xy = r1.zw * float2(0.200000003,0.200000003) + r0.xy;
  r0.w = min(0.999000013, r0.z);
  r0.z = saturate(r0.z * ShadowFadeScaleBias.x + ShadowFadeScaleBias.y);
  r2.x = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.xy, r0.w).x;
  r2.yz = -r1.zw * float2(0.200000003,0.200000003) + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.x = r2.x + r2.y;
  r2.yz = float2(-0.380423009,-0.380423009) * r1.xy;
  r2.yz = r1.zw * float2(-0.123607002,-0.123607002) + r2.yz;
  r3.xy = r2.yz + r0.xy;
  r2.yz = -r2.yz + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r3.xy, r0.w).x;
  r2.x = r2.x + r2.z;
  r2.x = r2.x + r2.y;
  r2.yz = float2(0.352670997,0.352670997) * r1.xy;
  r2.yz = r1.zw * float2(-0.485410005,-0.485410005) + r2.yz;
  r3.xy = r2.yz + r0.xy;
  r2.yz = -r2.yz + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r3.xy, r0.w).x;
  r2.x = r2.x + r2.z;
  r2.x = r2.x + r2.y;
  r3.xyzw = float4(0.470227987,0.470227987,0.309017003,0.309017003) * r1.xyzw;
  r1.zw = r1.zw * float2(0.647213995,0.647213995) + r3.xy;
  r1.xy = r1.xy * float2(-0.951057017,-0.951057017) + r3.zw;
  r2.yz = r1.zw + r0.xy;
  r1.zw = -r1.zw + r0.xy;
  r1.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r1.zw, r0.w).x;
  r1.w = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r1.w = r2.x + r1.w;
  r1.z = r1.w + r1.z;
  r2.xy = r1.xy + r0.xy;
  r0.xy = -r1.xy + r0.xy;
  r0.x = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r0.xy, r0.w).x;
  r0.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.xy, r0.w).x;
  r0.y = r1.z + r0.y;
  r0.x = r0.y + r0.x;
  r0.x = 0.100000001 * r0.x;
  r0.y = r0.x * r0.x;
  r0.x = -r0.x * r0.x + 1;
  r0.x = ShadowModulateColor.x * r0.x + r0.y;
  r0.x = r0.x * 0.980000019 + 0.0199999996;
  o0.xyzw = max(r0.xxxx, r0.zzzz);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Note: shader requires additional functionality:
//       Early depth-stencil
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float3 LightingChannelsAndModel;   // Offset:    0 Size:    12 [unused]
//   float4 ShadowModulateColor;        // Offset:   16 Size:    16
//   float4 LightPosition;              // Offset:   32 Size:    16 [unused]
//   float4x4 ScreenToWorld;            // Offset:   48 Size:    64 [unused]
//   float3 FalloffParameters;          // Offset:  112 Size:    12 [unused]
//   float3 SpotDirection;              // Offset:  128 Size:    12 [unused]
//   float2 SpotAngles;                 // Offset:  144 Size:     8 [unused]
//   float4 SampleOffsets[2];           // Offset:  160 Size:    32 [unused]
//   float3 ShadowBufferSizeAndSoftTransitionScale;// Offset:  192 Size:    12 [unused]
//   float2 ShadowTexelSize;            // Offset:  208 Size:     8 [unused]
//   float4 ShadowClampRect;            // Offset:  224 Size:    16 [unused]
//   uint LightingChannelMask;          // Offset:  240 Size:     4 [unused]
//   float4x4 ScreenToShadowMatrix;     // Offset:  256 Size:    64
//   float4 ShadowFilterScale;          // Offset:  320 Size:    16
//   float4 ShadowFilterBias;           // Offset:  336 Size:    16
//   float3 LightVector;                // Offset:  352 Size:    12 [unused]
//   float2 ShadowFadeScaleBias;        // Offset:  368 Size:     8
//   float4x4 ScreenToWorldMatrix;      // Offset:  384 Size:    64
//
// }
//
// 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 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneDepthTextureSampler          sampler      NA          NA    2        1
// ShadowComparisonSampler         sampler_c      NA          NA    3        1
// RandomAngles3DTextureSampler      sampler      NA          NA    4        1
// SceneDepthTexture                 texture  float4          2d    0        1
// ShadowDepthTexture                texture  float4          2d    1        1
// RandomAngles3DTexture             texture  float4          3d    2        1
// $Globals                          cbuffer      NA          NA    0        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed | forceEarlyDepthStencil
dcl_constantbuffer cb0[28], immediateIndexed
dcl_constantbuffer cb2[2], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s3, mode_comparison
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture3d (float,float,float,float) t2
dcl_input_ps linear v0.xyw
dcl_output o0.xyzw
dcl_temps 4
div r0.xy, v0.xyxx, v0.wwww
mad r0.zw, r0.xxxy, cb2[0].xxxy, cb2[0].wwwz
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t0.yzxw, s2, l(0.000000)
max r0.z, r0.z, l(0.001000)
mad r0.z, r0.z, cb2[1].z, -cb2[1].w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mul r0.xy, r0.zzzz, r0.xyxx
mul r1.xyz, r0.yyyy, cb0[25].xyzx
mad r1.xyz, cb0[24].xyzx, r0.xxxx, r1.xyzx
mad r1.xyz, cb0[26].xyzx, r0.zzzz, r1.xyzx
add r1.xyz, r1.xyzx, cb0[27].xyzx
lod r0.w, r1.xyzx, t2.y, s4
round_ne r0.w, r0.w
exp r0.w, -r0.w
mul r1.xyz, r0.wwww, r1.xyzx
sample_l_indexable(texture3d)(float,float,float,float) r1.xy, r1.xyzx, t2.xyzw, s4, l(0.000000)
mad r1.xyzw, r1.yxxy, cb0[20].ywxz, cb0[21].ywxz
mul r2.xyzw, r0.yyyy, cb0[17].xyzw
mad r2.xyzw, cb0[16].xyzw, r0.xxxx, r2.xyzw
mad r0.xyzw, cb0[18].xyzw, r0.zzzz, r2.xyzw
add r0.xyzw, r0.xyzw, cb0[19].xyzw
div r0.xy, r0.xyxx, r0.wwww
mad r2.xy, r1.zwzz, l(0.200000, 0.200000, 0.000000, 0.000000), r0.xyxx
min r0.w, r0.z, l(0.999000)
mad_sat r0.z, r0.z, cb0[23].x, cb0[23].y
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t1.xxxx, s3, r0.w
mad r2.yz, -r1.zzwz, l(0.000000, 0.200000, 0.200000, 0.000000), r0.xxyx
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t1.xxxx, s3, r0.w
add r2.x, r2.y, r2.x
mul r2.yz, r1.xxyx, l(0.000000, -0.380423, -0.380423, 0.000000)
mad r2.yz, r1.zzwz, l(0.000000, -0.123607, -0.123607, 0.000000), r2.yyzy
add r3.xy, r0.xyxx, r2.yzyy
add r2.yz, r0.xxyx, -r2.yyzy
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t1.xxxx, s3, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.z, r3.xyxx, t1.xxxx, s3, r0.w
add r2.x, r2.z, r2.x
add r2.x, r2.y, r2.x
mul r2.yz, r1.xxyx, l(0.000000, 0.352671, 0.352671, 0.000000)
mad r2.yz, r1.zzwz, l(0.000000, -0.485410, -0.485410, 0.000000), r2.yyzy
add r3.xy, r0.xyxx, r2.yzyy
add r2.yz, r0.xxyx, -r2.yyzy
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t1.xxxx, s3, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.z, r3.xyxx, t1.xxxx, s3, r0.w
add r2.x, r2.z, r2.x
add r2.x, r2.y, r2.x
mul r3.xyzw, r1.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
mad r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.647214, 0.647214), r3.xxxy
mad r1.xy, r1.xyxx, l(-0.951057, -0.951057, 0.000000, 0.000000), r3.zwzz
add r2.yz, r0.xxyx, r1.zzwz
add r1.zw, r0.xxxy, -r1.zzzw
sample_c_lz_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t1.xxxx, s3, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r1.w, r2.yzyy, t1.xxxx, s3, r0.w
add r1.w, r1.w, r2.x
add r1.z, r1.z, r1.w
add r2.xy, r0.xyxx, r1.xyxx
add r0.xy, r0.xyxx, -r1.xyxx
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xxxx, s3, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.y, r2.xyxx, t1.xxxx, s3, r0.w
add r0.y, r0.y, r1.z
add r0.x, r0.x, r0.y
mul r0.x, r0.x, l(0.100000)
mul r0.y, r0.x, r0.x
mad r0.x, -r0.x, r0.x, l(1.000000)
mad r0.x, cb0[1].x, r0.x, r0.y
mad r0.x, r0.x, l(0.980000), l(0.020000)
max o0.xyzw, r0.zzzz, r0.xxxx
ret 
// Approximately 67 instruction slots used

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