// Water Maybe
// PS 280fa267604d617e

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float TwoSidedSign : packoffset(c4);
  float3x3 WorldToLocalNoScaling : packoffset(c5);
  float3x3 LocalToWorldNoScaling : packoffset(c8);
  float4 HeightmapUVScaleBias : packoffset(c11);
  float4 WeightmapUVScaleBias : packoffset(c12);
  float4 LandscapeLightmapScaleBias : packoffset(c13);
  float4 LightmapCoordinateScaleBias : packoffset(c14);
  float4 LodBias : packoffset(c15);
  float4 LodValues : packoffset(c16);
  float4 LodDistancesValues : packoffset(c17);
  float4 SubsectionSizeVertsLayerUVPan : packoffset(c18);
  float4 SurfaceSimulationLocalToWorldScaleBias : packoffset(c19);
  float4 SurfaceSimulationWorldToSimScaleBias : packoffset(c20);
  float2 WavesUVScaleAndWaterBaseZ : packoffset(c21);
  float2 WavesFlowInfluence : packoffset(c21.z);
  float4 SharedFogParameter0 : packoffset(c22);
  float4 SharedFogParameter1 : packoffset(c23);
  float4 SharedFogParameter2 : packoffset(c24);
  float4 SharedFogParameter3 : packoffset(c25);
  bool bUseExponentialHeightFog : packoffset(c26);
  float4 FogInScattering[4] : packoffset(c27);
  float4 FogMaxHeight : packoffset(c31);
  float4 FirstDensityFunctionParameters : packoffset(c32);
  float4 SecondDensityFunctionParameters : packoffset(c33);
  float StartDistance : packoffset(c34);
  float3 ApproxFogColor : packoffset(c34.y);
  float3 FogVolumeBoxMin : packoffset(c35);
  float3 FogVolumeBoxMax : packoffset(c36);
  bool bUseVolumetricFog : packoffset(c36.w);
  float4 VolumetricFogTextureScaleBias : packoffset(c37);
  float3 VolumetricFogDepthRemap : packoffset(c38);
  float2 VolumetricClampRect : packoffset(c39);
}

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

SamplerState FlowmapTextureSampler_s : register(s2);
SamplerState WavesDisplacementTextureSampler_s : register(s3);
SamplerState SurfaceSimulationHeightTextureSampler_s : register(s4);
SamplerState VolumetricFogTextureSampler_s : register(s5);
Texture2D<float4> FlowmapTexture : register(t1);
Texture2D<float4> WavesDisplacementTexture : register(t2);
Texture2D<float4> SurfaceSimulationHeightTexture : register(t3);
Texture3D<float4> VolumetricFogTexture : register(t4);


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


void main( 
  float2 v0 : POSITION0,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : TEXCOORD1,
  out float4 o2 : TEXCOORD2,
  out float4 o3 : TEXCOORD4,
  out float4 o4 : TEXCOORD5,
  out float4 o5 : SV_Position0)
{
  const float4 icb[] = { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000} };
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = LodValues.wwyy * v0.xyxy;
  r1.xyzw = r0.yxxy * float4(1,1,-1,-1) + float4(0,0,1,1);
  r2.xyzw = r1.xyzw + r1.xyzw;
  r0.x = v0.x + v0.y;
  r0.x = cmp(LodValues.z < r0.x);
  r0.x = r0.x ? 0.000000 : 0;
  r0.y = cmp(v0.x < v0.y);
  bitmask.x = ((~(-1 << 1)) << 0) & 0xffffffff;  r0.x = (((uint)r0.y << 0) & bitmask.x) | ((uint)r0.x & ~bitmask.x);
  r1.xyzw = -r1.xyzw * float4(2,2,2,2) + float4(1,1,1,1);
  r1.xyzw = LodDistancesValues.xyzw * r1.xyzw;
  r1.xyzw = r2.xyzw * LodValues.xxxx + r1.xyzw;
  r0.x = dot(r1.xyzw, icb[r0.x+0].xyzw);
  r0.y = floor(r0.x);
  r0.x = frac(r0.x);
  r1.x = cmp(LodValues.x < 1);
  if (r1.x != 0) {
    r1.x = -LodBias.x + r0.x;
    r1.y = 1 + r0.y;
    r1.x = saturate(dot(r1.xx, r1.yy));
  } else {
    r0.x = -LodBias.x + r0.x;
    r1.x = saturate(LodBias.y * r0.x);
  }
  r0.x = exp2(-r0.y);
  r2.xy = SubsectionSizeVertsLayerUVPan.xx * r0.xx + float2(-1,-1);
  r0.x = -1 + -r0.y;
  r0.x = exp2(r0.x);
  r0.x = SubsectionSizeVertsLayerUVPan.x * r0.x;
  r0.x = max(2, r0.x);
  r2.zw = float2(-1,-1) + r0.xx;
  r2.xyzw = SubsectionSizeVertsLayerUVPan.yyyy * r2.xyzw;
  r0.xyzw = r0.zwzw * r2.yyww + float4(0.5,0.5,0.5,0.5);
  r0.xyzw = floor(r0.xyzw);
  r0.xyzw = r0.xyzw / r2.xyzw;
  r2.xy = r0.xy;
  r2.z = 0;
  r0.xy = -r2.xy + r0.zw;
  r0.z = 0;
  r0.xyz = r1.xxx * r0.xyz + r2.xyz;
  r1.xy = r0.xy * SurfaceSimulationLocalToWorldScaleBias.xy + SurfaceSimulationLocalToWorldScaleBias.zw;
  r1.xy = r1.xy * SurfaceSimulationWorldToSimScaleBias.xy + SurfaceSimulationWorldToSimScaleBias.zw;
  r1.zw = SubsectionSizeVertsLayerUVPan.zw + r0.xy;
  r1.zw = WavesUVScaleAndWaterBaseZ.xx * r1.zw;
  r2.xyz = WavesDisplacementTexture.SampleLevel(WavesDisplacementTextureSampler_s, r1.zw, 0).xyz;
  r0.w = SurfaceSimulationHeightTexture.SampleLevel(SurfaceSimulationHeightTextureSampler_s, r1.xy, 0).x;
  r1.xy = r0.xy * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
  r1.xy = HeightmapUVScaleBias.xy * float2(0.5,0.5) + r1.xy;
  r1.xy = FlowmapTexture.SampleLevel(FlowmapTextureSampler_s, r1.xy, 0).xy;
  r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
  r1.x = dot(r1.xy, r1.xy);
  r1.x = sqrt(r1.x);
  r1.x = r1.x * WavesFlowInfluence.y + WavesFlowInfluence.x;
  r0.xyz = r2.xyz * r1.xxx + r0.xyz;
  r0.z = r0.z + r0.w;
  r1.xyzw = LocalToWorld._m01_m11_m21_m31 * r0.yyyy;
  r1.xyzw = LocalToWorld._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
  r1.xyzw = LocalToWorld._m02_m12_m22_m32 * r0.zzzz + r1.xyzw;
  r1.xyzw = LocalToWorld._m03_m13_m23_m33 + r1.xyzw;
  r2.xyzw = ViewProjectionMatrix._m01_m11_m21_m31 * r1.yyyy;
  r2.xyzw = ViewProjectionMatrix._m00_m10_m20_m30 * r1.xxxx + r2.xyzw;
  r2.xyzw = ViewProjectionMatrix._m02_m12_m22_m32 * r1.zzzz + r2.xyzw;
  o5.xyzw = ViewProjectionMatrix._m03_m13_m23_m33 * r1.wwww + r2.xyzw;
    
  o0.xy = SubsectionSizeVertsLayerUVPan.zw + r0.xy;
  o1.zw = r0.xy * WeightmapUVScaleBias.xy + WeightmapUVScaleBias.zw;
  r0.zw = r0.xy * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
  o1.xy = HeightmapUVScaleBias.xy * float2(0.5,0.5) + r0.zw;
  r0.xy = r0.xy * LandscapeLightmapScaleBias.xy + LandscapeLightmapScaleBias.wz;
  o2.xy = r0.xy * LightmapCoordinateScaleBias.xy + LightmapCoordinateScaleBias.wz;
  r0.xy = -CameraPositionVS.xy + r1.xy;
  r0.x = dot(r0.xy, r0.xy);
  o0.w = sqrt(r0.x);
  if (bUseVolumetricFog != 0) {
    r0.xyz = ViewProjectionMatrix._m01_m11_m31 * r1.yyy;
    r0.xyz = ViewProjectionMatrix._m00_m10_m30 * r1.xxx + r0.xyz;
    r0.xyz = ViewProjectionMatrix._m02_m12_m32 * r1.zzz + r0.xyz;
    r0.xyz = ViewProjectionMatrix._m03_m13_m33 * r1.www + r0.xyz;
		
    r0.xy = r0.xy / r0.zz;
    r0.xy = r0.xy * VolumetricFogTextureScaleBias.xy + VolumetricFogTextureScaleBias.wz;
    r0.z = VolumetricFogDepthRemap.z + r0.z;
    r0.z = sqrt(r0.z);
    r2.z = VolumetricFogDepthRemap.y * r0.z + VolumetricFogDepthRemap.x;
    r2.xy = min(VolumetricClampRect.xy, r0.xy);
    o3.xyzw = VolumetricFogTexture.SampleLevel(VolumetricFogTextureSampler_s, r2.xyz, 0).xyzw;
  } else {
    if (bUseExponentialHeightFog != 0) {
      r0.xyz = -CameraPositionVS.xyz + r1.xyz;
      r0.w = dot(r0.xyz, r0.xyz);
      r2.x = sqrt(r0.w);
      r2.x = -SharedFogParameter0.w + r2.x;
      r2.x = max(0, r2.x);
      r2.y = cmp(0.00999999978 < abs(r0.z));
      r2.y = r2.y ? r0.z : 0.00999999978;
      r2.z = -SharedFogParameter0.y * r2.y;
      r2.z = exp2(r2.z);
      r2.z = 1 + -r2.z;
      r2.xy = SharedFogParameter0.xy * r2.xy;
      r2.y = r2.z / r2.y;
      r2.x = r2.x * r2.y;
      r0.w = rsqrt(r0.w);
      r0.xyz = r0.xyz * r0.www;
      r0.x = dot(SharedFogParameter3.xyz, r0.xyz);
      r0.x = -r0.x * 0.499000013 + 0.5;
      r0.x = log2(r0.x);
      r0.x = SharedFogParameter0.z * r0.x;
      r0.x = exp2(r0.x);
      r0.yzw = -SharedFogParameter2.xyz + SharedFogParameter1.xyz;
      r0.xyz = r0.xxx * r0.yzw + SharedFogParameter2.xyz;
      r0.w = exp2(-r2.x);
      r0.w = min(1, r0.w);
      r0.w = max(SharedFogParameter1.w, r0.w);
      r2.x = 1 + -r0.w;
      o3.xyz = r2.xxx * r0.xyz;
      o3.w = r0.w;
    } else {
      r0.xyz = -CameraPositionVS.xyz + r1.xyz;
      r0.x = dot(r0.xyz, r0.xyz);
      r0.x = sqrt(r0.x);
      r2.xyzw = -CameraPositionVS.zzzz + SharedFogParameter3.xyzw;
      r0.y = cmp(0.00100000005 >= abs(r0.z));
      r0.y = r0.y ? 0.00100000005 : r0.z;
      r2.xyzw = saturate(r2.xyzw / r0.yyyy);
      r3.xyzw = -CameraPositionVS.zzzz + FogMaxHeight.xyzw;
      r3.xyzw = saturate(r3.xyzw / r0.yyyy);
      r0.xyzw = -SharedFogParameter2.xyzw + r0.xxxx;
      r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
      r2.xyzw = r3.xyzw + -r2.xyzw;
      r0.xyzw = abs(r2.xyzw) * r0.xyzw;
      r2.xyzw = cmp(r0.xyzw < SharedFogParameter1.xyzw);
      r0.xyzw = SharedFogParameter0.xyzw * r0.xyzw;
      r0.xyzw = exp2(r0.xyzw);
      r0.xyzw = r2.xyzw ? r0.xyzw : 0;
      r2.xyzw = float4(-1,-1,-1,-1) + r0.xyzw;
      r3.xyz = FogInScattering[0].xyz * r2.xxx;
      r3.w = r0.x;
      r3.xyzw = r3.xyzw * r0.yyyy;
      r3.xyz = r2.yyy * FogInScattering[1].xyz + r3.xyz;
      r3.xyzw = r3.xyzw * r0.zzzz;
      r3.xyz = r2.zzz * FogInScattering[2].xyz + r3.xyz;
      r0.xyzw = r3.xyzw * r0.wwww;
      o3.xyz = r2.www * FogInScattering[3].xyz + r0.xyz;
      o3.w = r0.w;
    }
  }
  o0.z = 0;
  
  //o4 need correction in the PS
  o4.xyzw = r1.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64
//   float TwoSidedSign;                // Offset:   64 Size:     4 [unused]
//   float3x3 WorldToLocalNoScaling;    // Offset:   80 Size:    44 [unused]
//   float3x3 LocalToWorldNoScaling;    // Offset:  128 Size:    44 [unused]
//   float4 HeightmapUVScaleBias;       // Offset:  176 Size:    16
//   float4 WeightmapUVScaleBias;       // Offset:  192 Size:    16
//   float4 LandscapeLightmapScaleBias; // Offset:  208 Size:    16
//   float4 LightmapCoordinateScaleBias;// Offset:  224 Size:    16
//   float4 LodBias;                    // Offset:  240 Size:    16
//   float4 LodValues;                  // Offset:  256 Size:    16
//   float4 LodDistancesValues;         // Offset:  272 Size:    16
//   float4 SubsectionSizeVertsLayerUVPan;// Offset:  288 Size:    16
//   float4 SurfaceSimulationLocalToWorldScaleBias;// Offset:  304 Size:    16
//   float4 SurfaceSimulationWorldToSimScaleBias;// Offset:  320 Size:    16
//   float2 WavesUVScaleAndWaterBaseZ;  // Offset:  336 Size:     8
//   float2 WavesFlowInfluence;         // Offset:  344 Size:     8
//   float4 SharedFogParameter0;        // Offset:  352 Size:    16
//   float4 SharedFogParameter1;        // Offset:  368 Size:    16
//   float4 SharedFogParameter2;        // Offset:  384 Size:    16
//   float4 SharedFogParameter3;        // Offset:  400 Size:    16
//   bool bUseExponentialHeightFog;     // Offset:  416 Size:     4
//   float4 FogInScattering[4];         // Offset:  432 Size:    64
//   float4 FogMaxHeight;               // Offset:  496 Size:    16
//   float4 FirstDensityFunctionParameters;// Offset:  512 Size:    16 [unused]
//   float4 SecondDensityFunctionParameters;// Offset:  528 Size:    16 [unused]
//   float StartDistance;               // Offset:  544 Size:     4 [unused]
//   float3 ApproxFogColor;             // Offset:  548 Size:    12 [unused]
//   float3 FogVolumeBoxMin;            // Offset:  560 Size:    12 [unused]
//   float3 FogVolumeBoxMax;            // Offset:  576 Size:    12 [unused]
//   bool bUseVolumetricFog;            // Offset:  588 Size:     4
//   float4 VolumetricFogTextureScaleBias;// Offset:  592 Size:    16
//   float3 VolumetricFogDepthRemap;    // Offset:  608 Size:    12
//   float2 VolumetricClampRect;        // Offset:  624 Size:     8
//
// }
//
// cbuffer VSOffsetConstants
// {
//
//   float4x4 ViewProjectionMatrix;     // Offset:    0 Size:    64
//   float4x4 ViewProjectionMatrixNoTemporal;// Offset:   64 Size:    64 [unused]
//   float4 CameraPositionVS;           // Offset:  128 Size:    16
//   float4 PreViewTranslation;         // Offset:  144 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// FlowmapTextureSampler             sampler      NA          NA    2        1
// WavesDisplacementTextureSampler    sampler      NA          NA    3        1
// SurfaceSimulationHeightTextureSampler    sampler      NA          NA    4        1
// VolumetricFogTextureSampler       sampler      NA          NA    5        1
// FlowmapTexture                    texture  float4          2d    1        1
// WavesDisplacementTexture          texture  float4          2d    2        1
// SurfaceSimulationHeightTexture    texture  float4          2d    3        1
// VolumetricFogTexture              texture  float4          3d    4        1
// $Globals                          cbuffer      NA          NA    0        1
// VSOffsetConstants                 cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xy          0     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// 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   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000} }
dcl_constantbuffer cb0[40], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, 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_resource_texture3d (float,float,float,float) t4
dcl_input v0.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output_siv o5.xyzw, position
dcl_temps 4
mul r0.xyzw, v0.xyxy, cb0[16].wwyy
mad r1.xyzw, r0.yxxy, l(1.000000, 1.000000, -1.000000, -1.000000), l(0.000000, 0.000000, 1.000000, 1.000000)
add r2.xyzw, r1.xyzw, r1.xyzw
add r0.x, v0.y, v0.x
lt r0.x, cb0[16].z, r0.x
and r0.x, r0.x, l(2)
lt r0.y, v0.x, v0.y
bfi r0.x, l(1), l(0), r0.y, r0.x
mad r1.xyzw, -r1.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(1.000000, 1.000000, 1.000000, 1.000000)
mul r1.xyzw, r1.xyzw, cb0[17].xyzw
mad r1.xyzw, r2.xyzw, cb0[16].xxxx, r1.xyzw
dp4 r0.x, r1.xyzw, icb[r0.x + 0].xyzw
round_ni r0.y, r0.x
frc r0.x, r0.x
lt r1.x, cb0[16].x, l(1.000000)
if_nz r1.x
  add r1.x, r0.x, -cb0[15].x
  add r1.y, r0.y, l(1.000000)
  dp2_sat r1.x, r1.xxxx, r1.yyyy
else 
  add r0.x, r0.x, -cb0[15].x
  mul_sat r1.x, r0.x, cb0[15].y
endif 
exp r0.x, -r0.y
mad r2.xy, cb0[18].xxxx, r0.xxxx, l(-1.000000, -1.000000, 0.000000, 0.000000)
add r0.x, -r0.y, l(-1.000000)
exp r0.x, r0.x
mul r0.x, r0.x, cb0[18].x
max r0.x, r0.x, l(2.000000)
add r2.zw, r0.xxxx, l(0.000000, 0.000000, -1.000000, -1.000000)
mul r2.xyzw, r2.xyzw, cb0[18].yyyy
mad r0.xyzw, r0.zwzw, r2.yyww, l(0.500000, 0.500000, 0.500000, 0.500000)
round_ni r0.xyzw, r0.xyzw
div r0.xyzw, r0.xyzw, r2.xyzw
mov r2.xy, r0.xyxx
mov r2.z, l(0)
add r0.xy, r0.zwzz, -r2.xyxx
mov r0.z, l(0)
mad r0.xyz, r1.xxxx, r0.xyzx, r2.xyzx
mad r1.xy, r0.xyxx, cb0[19].xyxx, cb0[19].zwzz
mad r1.xy, r1.xyxx, cb0[20].xyxx, cb0[20].zwzz
add r1.zw, r0.xxxy, cb0[18].zzzw
mul r1.zw, r1.zzzw, cb0[21].xxxx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r1.zwzz, t2.xyzw, s3, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t3.yzwx, s4, l(0.000000)
mad r1.xy, r0.xyxx, cb0[11].xyxx, cb0[11].zwzz
mad r1.xy, cb0[11].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), r1.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r1.xy, r1.xyxx, t1.xyzw, s2, 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[21].w, cb0[21].z
mad r0.xyz, r2.xyzx, r1.xxxx, r0.xyzx
add r0.z, r0.w, r0.z
mul r1.xyzw, r0.yyyy, cb0[1].xyzw
mad r1.xyzw, cb0[0].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb0[2].xyzw, r0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[3].xyzw
mul r2.xyzw, r1.yyyy, cb1[1].xyzw
mad r2.xyzw, cb1[0].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb1[2].xyzw, r1.zzzz, r2.xyzw
mad o5.xyzw, cb1[3].xyzw, r1.wwww, r2.xyzw
add o0.xy, r0.xyxx, cb0[18].zwzz
mad o1.zw, r0.xxxy, cb0[12].xxxy, cb0[12].zzzw
mad r0.zw, r0.xxxy, cb0[11].xxxy, cb0[11].zzzw
mad o1.xy, cb0[11].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), r0.zwzz
mad r0.xy, r0.xyxx, cb0[13].xyxx, cb0[13].wzww
mad o2.xy, r0.xyxx, cb0[14].xyxx, cb0[14].wzww
add r0.xy, r1.xyxx, -cb1[8].xyxx
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt o0.w, r0.x
if_nz cb0[36].w
  mul r0.xyz, r1.yyyy, cb1[1].xywx
  mad r0.xyz, cb1[0].xywx, r1.xxxx, r0.xyzx
  mad r0.xyz, cb1[2].xywx, r1.zzzz, r0.xyzx
  mad r0.xyz, cb1[3].xywx, r1.wwww, r0.xyzx
  div r0.xy, r0.xyxx, r0.zzzz
  mad r0.xy, r0.xyxx, cb0[37].xyxx, cb0[37].wzww
  add r0.z, r0.z, cb0[38].z
  sqrt r0.z, r0.z
  mad r2.z, cb0[38].y, r0.z, cb0[38].x
  min r2.xy, r0.xyxx, cb0[39].xyxx
  sample_l_indexable(texture3d)(float,float,float,float) o3.xyzw, r2.xyzx, t4.xyzw, s5, l(0.000000)
else 
  if_nz cb0[26].x
    add r0.xyz, r1.xyzx, -cb1[8].xyzx
    dp3 r0.w, r0.xyzx, r0.xyzx
    sqrt r2.x, r0.w
    add r2.x, r2.x, -cb0[22].w
    max r2.x, r2.x, l(0.000000)
    lt r2.y, l(0.010000), |r0.z|
    movc r2.y, r2.y, r0.z, l(0.010000)
    mul r2.z, r2.y, -cb0[22].y
    exp r2.z, r2.z
    add r2.z, -r2.z, l(1.000000)
    mul r2.xy, r2.xyxx, cb0[22].xyxx
    div r2.y, r2.z, r2.y
    mul r2.x, r2.y, r2.x
    rsq r0.w, r0.w
    mul r0.xyz, r0.wwww, r0.xyzx
    dp3 r0.x, cb0[25].xyzx, r0.xyzx
    mad r0.x, -r0.x, l(0.499000), l(0.500000)
    log r0.x, r0.x
    mul r0.x, r0.x, cb0[22].z
    exp r0.x, r0.x
    add r0.yzw, cb0[23].xxyz, -cb0[24].xxyz
    mad r0.xyz, r0.xxxx, r0.yzwy, cb0[24].xyzx
    exp r0.w, -r2.x
    min r0.w, r0.w, l(1.000000)
    max r0.w, r0.w, cb0[23].w
    add r2.x, -r0.w, l(1.000000)
    mul o3.xyz, r0.xyzx, r2.xxxx
    mov o3.w, r0.w
  else 
    add r0.xyz, r1.xyzx, -cb1[8].xyzx
    dp3 r0.x, r0.xyzx, r0.xyzx
    sqrt r0.x, r0.x
    add r2.xyzw, cb0[25].xyzw, -cb1[8].zzzz
    ge r0.y, l(0.001000), |r0.z|
    movc r0.y, r0.y, l(0.001000), r0.z
    div_sat r2.xyzw, r2.xyzw, r0.yyyy
    add r3.xyzw, cb0[31].xyzw, -cb1[8].zzzz
    div_sat r3.xyzw, r3.xyzw, r0.yyyy
    add r0.xyzw, r0.xxxx, -cb0[24].xyzw
    max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
    add r2.xyzw, -r2.xyzw, r3.xyzw
    mul r0.xyzw, r0.xyzw, |r2.xyzw|
    lt r2.xyzw, r0.xyzw, cb0[23].xyzw
    mul r0.xyzw, r0.xyzw, cb0[22].xyzw
    exp r0.xyzw, r0.xyzw
    and r0.xyzw, r0.xyzw, r2.xyzw
    add r2.xyzw, r0.xyzw, l(-1.000000, -1.000000, -1.000000, -1.000000)
    mul r3.xyz, r2.xxxx, cb0[27].xyzx
    mov r3.w, r0.x
    mul r3.xyzw, r0.yyyy, r3.xyzw
    mad r3.xyz, r2.yyyy, cb0[28].xyzx, r3.xyzx
    mul r3.xyzw, r0.zzzz, r3.xyzw
    mad r3.xyz, r2.zzzz, cb0[29].xyzx, r3.xyzx
    mul r0.xyzw, r0.wwww, r3.xyzw
    mad o3.xyz, r2.wwww, cb0[30].xyzx, r0.xyzx
    mov o3.w, r0.w
  endif 
endif 
mov o0.z, l(0)
mov o4.xyzw, r1.xyzw
ret 
// Approximately 146 instruction slots used

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


/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HLSL errors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D:\GAMES\Outlast 2\Binaries\Win64\ShaderCache\759d9a57a640658b-vs_replace.txt(68,14-15): warning X3578: Output value 'o2' is not completely initialized
D:\GAMES\Outlast 2\Binaries\Win64\ShaderCache\759d9a57a640658b-vs_replace.txt(88,59-68): warning X4115: Literal floating-point value out of unsigned range for conversion: -1.000000
D:\GAMES\Outlast 2\Binaries\Win64\ShaderCache\759d9a57a640658b-vs_replace.txt(88,59-68): warning X4115: Literal floating-point value out of unsigned range for conversion: -1.000000
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
