// Batch DHR 4
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Fri Jun 09 23:00:11 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 UniformPixelVector_0;       // Offset:   80 Size:    16
//   float4 UniformPixelVector_1;       // Offset:   96 Size:    16
//   float4 UniformPixelVector_2;       // Offset:  112 Size:    16
//   float4 UniformPixelVector_3;       // Offset:  128 Size:    16
//   float4 UniformPixelVector_4;       // Offset:  144 Size:    16
//   float4 UniformPixelVector_5;       // Offset:  160 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  176 Size:    16
//   float4 UniformPixelScalars_1;      // Offset:  192 Size:    16
//   float4 UniformPixelScalars_2;      // Offset:  208 Size:    16
//   float4 UniformPixelScalars_3;      // Offset:  224 Size:    16 [unused]
//   float4 UniformPixelScalars_4;      // Offset:  240 Size:    16
//   float4 UniformPixelScalars_5;      // Offset:  256 Size:    16
//   float3x3 WorldToLocalNoScaling;    // Offset:  272 Size:    44 [unused]
//   float3x3 LocalToWorldNoScaling;    // Offset:  320 Size:    44
//   float4 HeightmapUVScaleBias;       // Offset:  368 Size:    16 [unused]
//   float4 WeightmapUVScaleBias;       // Offset:  384 Size:    16 [unused]
//   float4 LandscapeLightmapScaleBias; // Offset:  400 Size:    16 [unused]
//   float4 ShadowmapCoordinateScaleBias;// Offset:  416 Size:    16
//   float4 LodBias;                    // Offset:  432 Size:    16 [unused]
//   float4 LodValues;                  // Offset:  448 Size:    16 [unused]
//   float4 LodDistancesValues;         // Offset:  464 Size:    16 [unused]
//   float4 SubsectionSizeVertsLayerUVPan;// Offset:  480 Size:    16 [unused]
//   float4 SurfaceSimulationLocalToWorldScaleBias;// Offset:  496 Size:    16
//   float4 SurfaceSimulationWorldToSimScaleBias;// Offset:  512 Size:    16
//   float2 WavesUVScaleAndWaterBaseZ;  // Offset:  528 Size:     8
//   float2 WavesFlowInfluence;         // Offset:  536 Size:     8
//   float3 LightingChannelsAndModel;   // Offset:  544 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:  560 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:  576 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:  592 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:  608 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:  616 Size:     4 [unused]
//   bool4 bClusteredForwardRenderingOptions;// Offset:  624 Size:    16
//   float3 UpperSkyColor;              // Offset:  640 Size:    12 [unused]
//   float3 LowerSkyColor;              // Offset:  656 Size:    12 [unused]
//   bool bEnableSkyLight;              // Offset:  668 Size:     4 [unused]
//   bool2 bEnableReflections;          // Offset:  672 Size:     8
//   float3 DominantDirectionalLightDirection;// Offset:  688 Size:    12
//   float4 DominantDirectionalLightColor;// Offset:  704 Size:    16
//   uint3 LightingChannelsInt;         // Offset:  720 Size:    12
//   float4 AmbientOcclusionParams;     // Offset:  736 Size:    16
//   float4 AmbientColorAndSkyFactor;   // Offset:  752 Size:    16 [unused]
//   float EnvironmentReflectionFactor; // Offset:  768 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
//   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 ClusteredShadowCascadesConstants
// {
//
//   struct FClusteredDominantShadow
//   {
//       
//       float4x4 WorldToShadowMatrix;  // Offset:    0
//       float4 ShadowFilterScale;      // Offset:   64
//       float4 ShadowFilterBias;       // Offset:   80
//       float4 ShadowsRectCenterAndSize;// Offset:   96
//       float2 TransitionScaleBias;    // Offset:  112
//       float2 DynamicObjectMask;      // Offset:  120
//       float3 Fading;                 // Offset:  128
//
//   } ClusteredDominantShadows[64];    // Offset:    0 Size:  9212
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// PointWrapSampler                  sampler      NA          NA    0        1
// TrilinearClampSampler             sampler      NA          NA    1        1
// LightMapTexturesSampler[0]        sampler      NA          NA    2        1
// LightMapTexturesSampler[1]        sampler      NA          NA    3        1
// SceneColorTextureSampler          sampler      NA          NA    4        1
// HalfResSceneDepthTextureSampler    sampler      NA          NA    5        1
// WavesDetailNormalTextureSampler    sampler      NA          NA    6        1
// PixelTexture2D_0Sampler           sampler      NA          NA    7        1
// FlowmapTextureSampler             sampler      NA          NA    8        1
// WavesNormalTextureSampler         sampler      NA          NA    9        1
// SurfaceSimulationNormalTextureSampler    sampler      NA          NA   10        1
// ShadowTextureSampler              sampler      NA          NA   11        1
// ShadowComparisonSampler         sampler_c      NA          NA   12        1
// EnvironmentBRDFTexture            texture  float4          2d    0        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
// ExteriorReflectionTexture         texture  float4        cube    8        1
// SceneColorTexture                 texture  float4          2d    9        1
// HalfResSceneDepthTexture          texture  float4          2d   10        1
// WavesDetailNormalTexture          texture  float4          3d   11        1
// PixelTexture2D_0                  texture  float4          2d   12        1
// FlowmapTexture                    texture  float4          2d   13        1
// WavesNormalTexture                texture  float4          2d   14        1
// SurfaceSimulationNormalTexture    texture  float4          2d   15        1
// ShadowTexture                     texture  float4          2d   16        1
// StencilTexture                    texture   uint2          2d   17        1
// LightMapTextures[0]               texture  float4          2d   18        1
// LightMapTextures[1]               texture  float4          2d   19        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
// ClusteredShadowCascadesConstants    cbuffer      NA          NA    9        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy w
// TEXCOORD                 1   xyzw        1     NONE   float   xy  
// TEXCOORD                 2   xy          2     NONE   float   xy  
// 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   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[47], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb6[1472], dynamicIndexed
dcl_constantbuffer cb9[576], dynamicIndexed
dcl_sampler s0, mode_default
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_sampler s8, mode_default
dcl_sampler s9, mode_default
dcl_sampler s10, mode_default
dcl_sampler s11, mode_default
dcl_sampler s12, mode_comparison
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_texture2d (float,float,float,float) t3
dcl_resource_texture3d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
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_texture3d (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_resource_texture2d (float,float,float,float) t15
dcl_resource_texture2d (float,float,float,float) t16
dcl_resource_texture2d (uint,uint,uint,uint) t17
dcl_resource_texture2d (float,float,float,float) t18
dcl_resource_texture2d (float,float,float,float) t19
dcl_input_ps linear v0.xyw
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps_siv linear noperspective v5.xy, position
dcl_input_ps_sgv v6.x, is_front_face
dcl_output o0.xyzw
//dcl_temps 23
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

mad r0.xy, v0.xyxx, cb0[31].xyxx, cb0[31].zwzz
mad r0.xy, r0.xyxx, cb0[32].xyxx, cb0[32].zwzz
mul r0.zw, v0.xxxy, cb0[33].xxxx
sample_l_indexable(texture2d)(float,float,float,float) r0.zw, r0.zwzz, t14.zwxy, s9, l(0.000000)
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t15.xyzw, s10, l(0.000000)
mul_sat r1.x, v0.w, l(0.000200)
mad r0.zw, r1.xxxx, -r0.zzzw, r0.zzzw
sample_l_indexable(texture2d)(float,float,float,float) r1.xy, v1.xyxx, t13.xyzw, s8, l(0.000000)
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r1.x, r1.xyxx, r1.xyxx
sqrt r1.x, r1.x
mad r1.x, r1.x, cb0[33].w, cb0[33].z
mad r0.yz, r0.zzwz, r1.xxxx, r0.xxyx
dp2 r0.w, r0.yzyy, r0.yzyy
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
sqrt r0.x, r0.w
dp2 r0.w, r0.xyxx, r0.xyxx
sqrt r0.w, r0.w
add r0.w, r0.w, l(0.000010)
div r1.z, r0.x, r0.w
mov r1.x, l(0)
div r1.y, -r0.y, r0.w
mul r2.xyz, r0.xyzx, r1.xyzx
mad r2.xyz, r0.zxyz, r1.yzxy, -r2.xyzx
mul r1.xyw, r1.yyyy, cb0[22].xyxz
mad r1.xyz, cb0[20].xyzx, r1.zzzz, r1.xywx
mul r3.xyz, r2.yyyy, cb0[21].xyzx
mad r2.xyw, cb0[20].xyxz, r2.xxxx, r3.xyxz
mad r2.xyz, cb0[22].xyzx, r2.zzzz, r2.xywx
mul r3.xyz, r0.zzzz, cb0[21].xyzx
mad r0.yzw, cb0[20].xxyz, r0.yyyy, r3.xxyz
mad r0.xyz, cb0[22].xyzx, r0.xxxx, r0.yzwy
add r3.xyz, v4.xyzx, cb0[4].yzwy
mul r4.xyz, v4.yyyy, cb1[1].xywx
mad r4.xyz, cb1[0].xywx, v4.xxxx, r4.xyzx
mad r4.xyz, cb1[2].xywx, v4.zzzz, r4.xyzx

//Fix
add r30.w, r4.z, -r30.y
mul r30.w, r30.x, r30.w
add r4.x, r4.x, r30.w

mad r4.xyz, cb1[3].xywx, v4.wwww, r4.xyzx
dp3 r0.w, -v4.xyzx, -v4.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, -v4.xyzx
mul r6.xy, v0.xyxx, cb0[11].xxxx
sample_b_indexable(texture2d)(float,float,float,float) r6.zw, v1.xyxx, t12.zwxy, s7, l(0.000000)
add r6.zw, r6.zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
add r6.zw, r6.zzzw, r6.zzzw
mul r7.xy, cb0[6].xyxx, cb0[11].yyyy
mul r6.zw, r6.zzzw, r7.xxxy
div r1.w, cb0[11].z, cb0[11].w
frc r2.w, r1.w
mad r7.xy, r2.wwww, r6.zwzz, r6.xyxx
mov r7.z, cb0[11].z
sample_indexable(texture3d)(float,float,float,float) r7.xy, r7.xyzx, t11.xyzw, s6
mad r7.xy, r7.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r2.w, r7.xyxx, r7.xyxx
min r2.w, r2.w, l(1.000000)
add r2.w, -r2.w, l(1.000000)
sqrt r7.z, r2.w
add r2.w, r1.w, l(-0.500000)
frc r2.w, r2.w
mad r6.xy, r2.wwww, r6.zwzz, r6.xyxx
mov r6.z, cb0[11].z
sample_indexable(texture3d)(float,float,float,float) r6.xy, r6.xyzx, t11.xyzw, s6
mad r6.xy, r6.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r2.w, r6.xyxx, r6.xyxx
min r2.w, r2.w, l(1.000000)
add r2.w, -r2.w, l(1.000000)
sqrt r6.z, r2.w
ge r2.w, r1.w, -r1.w
frc r1.w, |r1.w|
movc r1.w, r2.w, r1.w, -r1.w
mad r1.w, -r1.w, cb0[11].w, cb0[12].x
div r1.w, |r1.w|, cb0[12].x
add r6.xyz, -r7.xyzx, r6.xyzx
mad r6.xyz, r1.wwww, r6.xyzx, r7.xyzx
dp3 r1.w, r6.xyzx, r6.xyzx
rsq r1.w, r1.w
mul r7.xyz, r1.wwww, r6.xyzx
movc r1.w, v6.x, l(1.000000), l(-1.000000)
mul r1.w, r1.w, cb0[4].x
mul r8.xyz, r2.xyzx, r7.yyyy
mad r7.xyw, r1.xyxz, r7.xxxx, r8.xyxz
mad r7.xyz, r0.xyzx, r7.zzzz, r7.xywx
dp3 r0.z, r7.xyzx, r7.xyzx
rsq r0.z, r0.z
mul r7.xyz, r0.zzzz, r7.xyzx
sample_indexable(texture2d)(float,float,float,float) r8.xyz, v2.xyxx, t18.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r9.xyzw, v2.xyxx, t19.wxyz, s3
mad r9.yzw, r9.yyzw, l(0.000000, 2.000000, 2.000000, 2.000000), l(0.000000, -1.000000, -1.000000, -1.000000)
dp3 r0.z, r9.yzwy, r9.yzwy
rsq r0.z, r0.z
mul r10.xyz, r0.zzzz, r9.yzwy
mov_sat r9.x, r9.x
mad r1.z, r9.x, cb0[46].x, cb0[46].y
min r1.z, r1.z, l(1.000000)
mad r9.xyz, r9.yzwy, r0.zzzz, r5.xyzx
dp3 r0.z, r9.xyzx, r9.xyzx
rsq r0.z, r0.z
mul r9.xyz, r0.zzzz, r9.xyzx
dp3_sat r0.z, r7.xyzx, r10.xyzx
dp3_sat r2.z, r7.xyzx, r9.xyzx
dp3_sat r2.w, r10.xyzx, r9.xyzx
mul r3.w, cb0[12].z, cb2[2].y
mad r3.w, r3.w, l(-0.040000), l(0.040000)
mul r4.w, cb0[13].x, cb0[13].x
mul r5.w, r4.w, r4.w
mul r2.z, r2.z, r2.z
mad r4.w, r4.w, r4.w, l(-0.999500)
mad r2.z, r2.z, r4.w, l(1.000000)
mul r2.z, r2.z, r2.z
mul r2.z, r2.z, l(3.14159274)
div r2.z, r5.w, r2.z
mad r6.w, cb0[13].x, l(0.234375), l(0.015625)
add r7.w, -r6.w, l(1.000000)
mul r8.w, r2.w, r2.w
mad r8.w, r8.w, r7.w, r6.w
mul r8.w, r8.w, l(4.000000)
rcp r8.w, r8.w
mad r9.x, r2.w, l(-5.554730), l(-6.983160)
mul r2.w, r2.w, r9.x
exp r2.w, r2.w
add r2.w, r2.w, r3.w
mad r9.xyz, r2.wwww, cb2[4].wwww, cb2[4].xyzx
mul r2.z, r2.z, r8.w
mul r9.xyz, r9.xyzx, r2.zzzz
mul r9.xyz, r0.zzzz, r9.xyzx
mul r9.xyz, r8.xyzx, r9.xyzx
mul r10.xyz, cb0[7].xyzx, cb0[7].wwww
add r2.zw, r3.xxxy, -cb0[9].xxxy
add r2.zw, r2.zzzw, -cb0[10].xxxy
mul r0.z, cb0[15].x, l(1.00000012)
sincos r11.x, r12.x, r0.z
mul r0.z, r2.w, r11.x
mad r0.z, r2.z, r12.x, -r0.z
add r0.z, r0.z, cb0[10].x
add r0.z, r0.z, -cb0[15].w
mul_sat r0.z, |r0.z|, cb0[16].x
mad r2.z, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mad r0.z, -r2.z, r0.z, l(1.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r0.z
mad r11.xyz, cb0[8].wwww, cb0[8].xyzx, -r10.xyzx
mad_sat r10.xyz, r0.zzzz, r11.xyzx, r10.xyzx
mul r10.xyz, r10.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
mul r8.xyz, r8.xyzx, r10.xyzx
mul r7.xyz, r1.wwww, r7.xyzx
if_nz cb0[42].x
  dp3 r11.x, r7.xyzx, r5.xyzx
  lt r0.z, r11.x, l(0.000000)
  add r1.w, r11.x, r11.x
  mad r12.xyz, r7.xyzx, -r1.wwww, r5.xyzx
  movc r12.xyz, r0.zzzz, r7.xyzx, -r12.xyzx
  mov_sat r11.x, r11.x
  mov r11.y, cb0[13].x
  sample_l_indexable(texture2d)(float,float,float,float) r2.zw, r11.xyxx, t0.zwxy, s1, l(0.000000)
  log r0.z, cb0[13].x
  mad r0.z, r0.z, l(1.800000), l(8.000000)
  max r0.z, r0.z, l(0.000000)
  sample_l_indexable(texturecube)(float,float,float,float) r11.xyz, r12.xyzx, t8.xyzw, s1, r0.z
  mad r0.z, r3.w, r2.z, r2.w
  mad r9.xyz, r11.xyzx, r0.zzzz, r9.xyzx
endif 
if_nz cb0[45].z
  mad r2.zw, v2.xxxy, cb0[26].xxxy, cb0[26].zzzw
  sample_indexable(texture2d)(float,float,float,float) r0.z, r2.zwzz, t16.yzxw, s11
  mul r0.z, r0.z, r0.z
  mul r0.z, r0.z, cb0[44].w
  if_nz cb0[39].x
    ftou r2.zw, v5.xxxy
    ushr r11.xy, r2.zwzz, l(6, 6, 0, 0)
    mul r1.w, r4.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 r11.z, r1.w
    mov r11.w, l(0)
    ld_indexable(texture3d)(uint,uint,uint,uint) r2.zw, r11.xyzw, t2.zwxy
    and r1.w, r2.w, l(255)
    ubfe r11.xy, l(8, 8, 0, 0), l(8, 16, 0, 0), r2.wwww
    lod r2.w, r3.xyzx, t4.y, s0
    round_ne r2.w, r2.w
    exp r2.w, -r2.w
    mul r12.xyz, r2.wwww, r3.xyzx
    sample_l_indexable(texture3d)(float,float,float,float) r11.zw, r12.xyzx, t4.zwxy, s0, l(0.000000)
  endif 
  lt r2.w, l(0.000000), r0.z
  dp3 r8.w, r7.xyzx, cb0[43].xyzx
  lt r9.w, l(0.000000), r8.w
  and r2.w, r2.w, r9.w
  if_nz r2.w
    if_nz cb0[39].w
      mov r12.x, r0.z
      mov r2.w, l(0)
      loop 
        uge r9.w, r2.w, r11.y
        breakc_nz r9.w
        iadd r9.w, r2.w, r2.z
        ld_indexable(buffer)(uint,uint,uint,uint) r9.w, r9.wwww, t1.yzwx
        imul null, r9.w, r9.w, l(9)
        mul r12.yzw, r3.yyyy, cb9[r9.w + 1].xxyz
        mad r12.yzw, cb9[r9.w + 0].xxyz, r3.xxxx, r12.yyzw
        mad r12.yzw, cb9[r9.w + 2].xxyz, r3.zzzz, r12.yyzw
        add r12.yzw, r12.yyzw, cb9[r9.w + 3].xxyz
        add r13.xy, r12.yzyy, -cb9[r9.w + 6].xyxx
        lt r13.xy, cb9[r9.w + 6].zwzz, |r13.xyxx|
        or r10.w, r13.y, r13.x
        if_z r10.w
          mad r10.w, r12.w, cb9[r9.w + 8].y, cb9[r9.w + 8].z
          max r10.w, r10.w, cb9[r9.w + 8].x
          min r12.w, r12.w, l(0.999000)
          mad r13.xyzw, r11.wzzw, cb9[r9.w + 4].ywxz, cb9[r9.w + 5].ywxz
          mad r14.xy, r13.zwzz, l(0.200000, 0.200000, 0.000000, 0.000000), r12.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r14.xyxx, t3.xxxx, s12, r12.w
          mad r14.xy, -r13.zwzz, l(0.200000, 0.200000, 0.000000, 0.000000), r12.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r14.x, r14.xyxx, t3.xxxx, s12, r12.w
          add r9.w, r9.w, r14.x
          mul r14.xy, r13.xyxx, l(-0.380423, -0.380423, 0.000000, 0.000000)
          mad r14.xy, r13.zwzz, l(-0.123607, -0.123607, 0.000000, 0.000000), r14.xyxx
          add r14.zw, r12.yyyz, r14.xxxy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r14.z, r14.zwzz, t3.xxxx, s12, r12.w
          add r9.w, r9.w, r14.z
          add r14.xy, r12.yzyy, -r14.xyxx
          sample_c_lz_indexable(texture2d)(float,float,float,float) r14.x, r14.xyxx, t3.xxxx, s12, r12.w
          add r9.w, r9.w, r14.x
          mul r14.xy, r13.xyxx, l(0.352671, 0.352671, 0.000000, 0.000000)
          mad r14.xy, r13.zwzz, l(-0.485410, -0.485410, 0.000000, 0.000000), r14.xyxx
          add r14.zw, r12.yyyz, r14.xxxy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r14.z, r14.zwzz, t3.xxxx, s12, r12.w
          add r9.w, r9.w, r14.z
          add r14.xy, r12.yzyy, -r14.xyxx
          sample_c_lz_indexable(texture2d)(float,float,float,float) r14.x, r14.xyxx, t3.xxxx, s12, r12.w
          add r9.w, r9.w, r14.x
          mul r14.xyzw, r13.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
          mad r13.zw, r13.zzzw, l(0.000000, 0.000000, 0.647214, 0.647214), r14.xxxy
          add r14.xy, r12.yzyy, r13.zwzz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r14.x, r14.xyxx, t3.xxxx, s12, r12.w
          add r9.w, r9.w, r14.x
          add r13.zw, r12.yyyz, -r13.zzzw
          sample_c_lz_indexable(texture2d)(float,float,float,float) r13.z, r13.zwzz, t3.xxxx, s12, r12.w
          add r9.w, r9.w, r13.z
          mad r13.xy, r13.xyxx, l(-0.951057, -0.951057, 0.000000, 0.000000), r14.zwzz
          add r13.zw, r12.yyyz, r13.xxxy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r13.z, r13.zwzz, t3.xxxx, s12, r12.w
          add r9.w, r9.w, r13.z
          add r12.yz, r12.yyzy, -r13.xxyx
          sample_c_lz_indexable(texture2d)(float,float,float,float) r12.y, r12.yzyy, t3.xxxx, s12, r12.w
          add r9.w, r9.w, r12.y
          mul r9.w, r9.w, l(0.100000)
          mul r9.w, r9.w, r9.w
          max r9.w, r10.w, r9.w
          min r12.x, r9.w, r12.x
        endif 
        iadd r2.w, r2.w, l(1)
      endloop 
      min r0.z, r0.z, r12.x
    endif 
    mul r12.xyz, r0.zzzz, cb0[44].xyzx
    mad r8.xyz, r10.xyzx, r12.xyzx, r8.xyzx
    mad r13.xyz, -v4.xyzx, r0.wwww, cb0[43].xyzx
    dp3 r0.z, r13.xyzx, r13.xyzx
    rsq r0.z, r0.z
    mul r13.xyz, r0.zzzz, r13.xyzx
    mov_sat r8.w, r8.w
    dp3_sat r0.z, r7.xyzx, r13.xyzx
    dp3_sat r0.w, cb0[43].xyzx, r13.xyzx
    mul r0.z, r0.z, r0.z
    mad r0.z, r0.z, r4.w, l(1.000000)
    mul r0.z, r0.z, r0.z
    mul r0.z, r0.z, l(3.14159274)
    div r0.z, r5.w, r0.z
    mul r2.w, r0.w, r0.w
    mad r2.w, r2.w, r7.w, r6.w
    mul r2.w, r2.w, l(4.000000)
    rcp r2.w, r2.w
    mad r9.w, r0.w, l(-5.554730), l(-6.983160)
    mul r0.w, r0.w, r9.w
    exp r0.w, r0.w
    add r0.w, r0.w, r3.w
    mad r13.xyz, r0.wwww, cb2[4].wwww, cb2[4].xyzx
    mul r0.z, r0.z, r2.w
    mul r13.xyz, r13.xyzx, r0.zzzz
    mul r13.xyz, r8.wwww, r13.xyzx
    mul r12.xyz, r12.xyzx, r13.xyzx
  else 
    mov r12.xyz, l(0,0,0,0)
  endif 
  if_nz cb0[39].x
    iadd r0.z, r11.y, r2.z
    iadd r0.z, r11.x, r0.z
    if_nz cb0[39].z
      mov r13.yz, l(0,-1.000000,1.000000,0)
      mov r11.y, l(-1.000000)
      mov r14.xyz, r8.xyzx
      mov r15.xyz, r12.xyzx
      mov r0.w, r0.z
      mov r2.z, l(0)
      loop 
        uge r2.w, r2.z, r1.w
        breakc_nz r2.w
        iadd r2.w, r0.w, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r8.w, r0.wwww, t1.yzwx
        imul null, r9.w, r8.w, l(23)
        and r10.w, cb0[45].x, cb6[r9.w + 2].w
        if_nz r10.w
          add r16.xyz, -r3.xyzx, cb6[r9.w + 0].xyzx
          mul r17.xyz, r16.xyzx, cb6[r9.w + 0].wwww
          dp3 r10.w, r17.xyzx, r17.xyzx
          min r10.w, r10.w, l(1.000000)
          add r10.w, -r10.w, l(1.000000)
          log r10.w, r10.w
          mul r10.w, r10.w, cb6[r9.w + 1].w
          exp r10.w, r10.w
          lt r12.w, l(0.000000), cb6[r9.w + 3].x
          if_nz r12.w
            dp3 r14.w, r16.xyzx, r16.xyzx
            rsq r14.w, r14.w
            mul r17.xyz, r14.wwww, r16.xyzx
            dp3 r14.w, r17.xyzx, -cb6[r9.w + 2].xyzx
            add r14.w, r14.w, -cb6[r9.w + 3].x
            mul_sat r14.w, r14.w, cb6[r9.w + 3].y
            mul r14.w, r14.w, r14.w
            mul r10.w, r10.w, r14.w
          endif 
          lt r14.w, l(0.000010), r10.w
          dp3 r15.w, r7.xyzx, r16.xyzx
          max r15.w, r15.w, cb6[r9.w + 15].w
          lt r15.w, l(0.000000), r15.w
          and r14.w, r14.w, r15.w
          if_nz r14.w
            ine r14.w, l(0), cb6[r9.w + 3].z
            ieq r14.w, r14.w, l(-1)
            if_nz r14.w
              if_nz r12.w
                mul r17.xyzw, r3.yyyy, cb6[r9.w + 6].xyzw
                mad r17.xyzw, cb6[r9.w + 5].xyzw, r3.xxxx, r17.xyzw
                mad r17.xyzw, cb6[r9.w + 7].xyzw, r3.zzzz, r17.xyzw
                add r17.xyzw, r17.zxyw, cb6[r9.w + 8].zxyw
                div r17.yz, r17.yyzy, r17.wwww
              else 
                max r12.w, |r16.z|, |r16.y|
                max r12.w, r12.w, |r16.x|
                lt r18.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), -r16.xyzx
                lt r19.xyz, -r16.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
                iadd r14.w, r18.x, -r19.x
                itof r13.x, r14.w
                mul r20.xy, r13.xyxx, -r16.zyzz
                eq r21.xyz, -r16.xyzx, |r16.xyzx|
                eq r18.xw, |r16.xxxy|, r12.wwww
                iadd r18.yz, -r18.yyzy, r19.yyzy
                itof r13.w, r18.y
                mul r19.xy, r13.zwzz, -r16.xzxx
                itof r11.x, r18.z
                mul r22.xy, r11.xyxx, -r16.xyxx
                movc r21.xyz, r21.xyzx, l(0,2,4,0), l(1,3,5,0)
                mov r19.z, r21.y
                mov r22.z, r21.z
                movc r18.yzw, r18.wwww, r19.xxyz, r22.xxyz
                mov r20.z, r21.x
                movc r18.xyz, r18.xxxx, r20.xyzx, r18.yzwy
                div r13.xw, r18.xxxy, r12.wwww
                imad r8.w, r8.w, l(23), r18.z
                mad r17.yz, r13.xxwx, cb6[r8.w + 17].xxyx, cb6[r8.w + 17].zzwz
                mul r17.x, r12.w, cb6[r9.w + 0].w
              endif 
              mad r18.xyzw, r11.wzzw, cb6[r9.w + 13].ywxz, cb6[r9.w + 14].ywxz
              mad r13.xw, r18.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r17.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r8.w, r13.xwxx, t3.xxxx, s12, r17.x
              mad r13.xw, -r18.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r17.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r13.xwxx, t3.xxxx, s12, r17.x
              add r8.w, r8.w, r11.x
              mul r13.xw, r18.xxxy, l(-0.380423, 0.000000, 0.000000, -0.380423)
              mad r13.xw, r18.zzzw, l(-0.123607, 0.000000, 0.000000, -0.123607), r13.xxxw
              add r19.xy, r13.xwxx, r17.yzyy
              sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r19.xyxx, t3.xxxx, s12, r17.x
              add r8.w, r8.w, r11.x
              add r13.xw, -r13.xxxw, r17.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r13.xwxx, t3.xxxx, s12, r17.x
              add r8.w, r8.w, r11.x
              mul r13.xw, r18.xxxy, l(0.352671, 0.000000, 0.000000, 0.352671)
              mad r13.xw, r18.zzzw, l(-0.485410, 0.000000, 0.000000, -0.485410), r13.xxxw
              add r19.xy, r13.xwxx, r17.yzyy
              sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r19.xyxx, t3.xxxx, s12, r17.x
              add r8.w, r8.w, r11.x
              add r13.xw, -r13.xxxw, r17.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r13.xwxx, t3.xxxx, s12, r17.x
              add r8.w, r8.w, r11.x
              mul r19.xyzw, r18.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
              mad r13.xw, r18.zzzw, l(0.647214, 0.000000, 0.000000, 0.647214), r19.xxxy
              add r18.zw, r13.xxxw, r17.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r18.zwzz, t3.xxxx, s12, r17.x
              add r8.w, r8.w, r11.x
              add r13.xw, -r13.xxxw, r17.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r13.xwxx, t3.xxxx, s12, r17.x
              add r8.w, r8.w, r11.x
              mad r13.xw, r18.xxxy, l(-0.951057, 0.000000, 0.000000, -0.951057), r19.zzzw
              add r18.xy, r13.xwxx, r17.yzyy
              sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r18.xyxx, t3.xxxx, s12, r17.x
              add r8.w, r8.w, r11.x
              add r13.xw, -r13.xxxw, r17.yyyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r13.xwxx, t3.xxxx, s12, r17.x
              add r8.w, r8.w, r11.x
              mul r8.w, r8.w, l(0.100000)
              mul r8.w, r8.w, r8.w
              mul r10.w, r8.w, r10.w
            endif 
            mul r17.xyz, r10.wwww, cb6[r9.w + 1].xyzx
            ne r8.w, l(0.000000), cb6[r9.w + 4].x
            if_nz r8.w
              mul r18.xyz, -r16.yyyy, cb6[r9.w + 10].xyzx
              mad r18.xyz, cb6[r9.w + 9].xyzx, -r16.xxxx, r18.xyzx
              mad r18.xyz, cb6[r9.w + 11].xyzx, -r16.zzzz, r18.xyzx
              div r13.xw, r18.xxxy, r18.zzzz
              mad r13.xw, r13.xxxw, cb6[r9.w + 4].xxxx, cb6[r9.w + 4].yyyz
              mov r13.xw, |r13.xxxw|
              mul_sat r8.w, r18.z, cb6[r9.w + 4].w
              sample_l_indexable(texture2d)(float,float,float,float) r18.xyz, r13.xwxx, t5.xyzw, s1, l(0.000000)
              add r19.xyz, -r18.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
              mad r18.xyz, r8.wwww, r19.xyzx, r18.xyzx
              mul r17.xyz, r17.xyzx, r18.xyzx
            endif 
            dp3 r8.w, r16.xyzx, r16.xyzx
            rsq r8.w, r8.w
            mul r18.xyz, r8.wwww, r16.xyzx
            mad r14.xyz, r10.xyzx, r17.xyzx, r14.xyzx
            mad r16.xyz, r16.xyzx, r8.wwww, r5.xyzx
            dp3 r8.w, r16.xyzx, r16.xyzx
            rsq r8.w, r8.w
            mul r16.xyz, r8.wwww, r16.xyzx
            dp3_sat r8.w, r7.xyzx, r18.xyzx
            dp3_sat r9.w, r7.xyzx, r16.xyzx
            dp3_sat r10.w, r18.xyzx, r16.xyzx
            mul r9.w, r9.w, r9.w
            mad r9.w, r9.w, r4.w, l(1.000000)
            mul r9.w, r9.w, r9.w
            mul r9.w, r9.w, l(3.14159274)
            div r9.w, r5.w, r9.w
            mul r11.x, r10.w, r10.w
            mad r11.x, r11.x, r7.w, r6.w
            mul r11.x, r11.x, l(4.000000)
            rcp r11.x, r11.x
            mad r12.w, r10.w, l(-5.554730), l(-6.983160)
            mul r10.w, r10.w, r12.w
            exp r10.w, r10.w
            add r10.w, r3.w, r10.w
            mad r16.xyz, r10.wwww, cb2[4].wwww, cb2[4].xyzx
            mul r9.w, r9.w, r11.x
            mul r16.xyz, r16.xyzx, r9.wwww
            mul r16.xyz, r8.wwww, r16.xyzx
            mad r15.xyz, r16.xyzx, r17.xyzx, r15.xyzx
          endif 
        endif 
        iadd r2.z, r2.z, l(1)
        mov r0.w, r2.w
      endloop 
      mov r8.xyz, r14.xyzx
      mov r12.xyz, r15.xyzx
    endif 
  endif 
  add r9.xyz, r9.xyzx, r12.xyzx
endif 
mul r0.z, r1.z, cb2[13].x
mul r3.xyz, cb0[5].xyzx, cb2[13].xxxx
mad r3.xyz, r9.xyzx, r0.zzzz, r3.xyzx
mul r0.zw, r2.xxxy, r6.yyyy
mad r0.zw, r1.xxxy, r6.xxxx, r0.zzzw
mad r0.xy, r0.xyxx, r6.zzzz, r0.zwzz
div r0.zw, r4.xxxy, r4.zzzz
mad r0.zw, r0.zzzw, cb2[0].xxxy, cb2[0].wwwz
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r0.zwzz, t10.yxzw, s5, l(0.000000)
add r1.x, -r4.z, r1.x
max r1.y, r1.x, l(0.000000)
min r1.y, r1.y, cb0[13].y
mul r1.y, r1.y, cb0[13].z
mul r0.xy, r0.xyxx, r1.yyyy
max r0.xy, r0.xyxx, l(-64.000000, -64.000000, 0.000000, 0.000000)
min r0.xy, r0.xyxx, l(64.000000, 64.000000, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, l(0.00392156886, -0.00392156886, 0.000000, 0.000000), r0.zwzz
min r0.xy, r0.xyxx, cb2[7].zwzz
resinfo_indexable(texture2d)(uint,uint,uint,uint) r1.yz, l(0), t17.zxyw
mul r1.yz, r0.xxyx, r1.yyzy
round_ni r1.yz, r1.yyzy
ftou r2.xy, r1.yzyy
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(uint,uint,uint,uint) r1.y, r2.xyzw, t17.xyzw
and r1.y, r1.y, l(2)
movc r0.xy, r1.yyyy, r0.xyxx, r0.zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t9.xyzw, s4
mul r1.yzw, r8.xxyz, cb2[13].xxxx
mad r1.yzw, r1.yyzw, v3.wwww, v3.xxyz
mul r0.w, r1.x, cb0[16].y
max r0.w, r0.w, l(0.000000)
min_sat r0.w, r0.w, cb0[16].z
add r1.xyz, -r0.xyzx, r1.yzwy
mad r0.xyz, r0.wwww, r1.xyzx, r0.xyzx
mad o0.xyz, r3.xyzx, v3.wwww, r0.xyzx
mov o0.w, l(0)
ret 
// Approximately 498 instruction slots used
