// Shadows Pattern2 -2

cbuffer _Globals : register(b0)
{
  float4 UVScale : packoffset(c0);
  float3 InnerDemonPosition : packoffset(c1);
  float4 InnerDemonParams : packoffset(c2);
  float4 InnerDemonRotationMatrix : packoffset(c3);
  float2 InnerDemonRotationCenter : packoffset(c4);
  float4 InnerDemonClampRect : packoffset(c5);
  float4x4 ScreenToWorldMatrix : packoffset(c6);
  float4 InnerDemonSphere : packoffset(c10);
}

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 CurrentFrameSceneColorSampler_s : register(s3);
SamplerState HearthBeatTextureSampler_s : register(s4);
Texture2D<float4> SceneDepthTexture : register(t0);
Texture2D<float4> CurrentFrameSceneColor : register(t1);
Texture2D<float4> HearthBeatTexture : register(t2);


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


void main( 
  float4 v0 : TEXCOORD0,
  float3 v1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = InnerDemonParams.z;
  r0.y = 0.5;
  r0.x = HearthBeatTexture.SampleLevel(HearthBeatTextureSampler_s, r0.xy, 0).x;
  r0.y = dot(v1.xyz, v1.xyz);
  r0.y = rsqrt(r0.y);
  r0.yzw = v1.xyz * r0.yyy;
  r1.xy = v0.xy / v0.ww;
  r1.zw = r1.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r2.x = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r1.zw, 0).x;
  r2.x = max(0.00100000994, r2.x);
  r2.x = r2.x * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r2.x = 1 / r2.x;
  r2.yz = r2.xx * r1.xy;
  
  //Fix
  //float4 stereo = StereoParams.Load(0);
  //r2.y -= stereo.x * (r2.x - stereo.y);
  
  r1.xy = abs(r1.xy) * abs(r1.xy);
  r1.xy = -r1.xy * r1.xy + float2(1,1);
  r1.xy = max(float2(0,0), r1.xy);
  r1.x = r1.x * r1.y;
  r3.xyz = ScreenToWorldMatrix._m01_m11_m21 * r2.zzz;
  r2.yzw = ScreenToWorldMatrix._m00_m10_m20 * r2.yyy + r3.xyz;
  r2.yzw = ScreenToWorldMatrix._m02_m12_m22 * r2.xxx + r2.yzw;
  r1.y = -InnerDemonParams.y + r2.x;
  r1.y = 1000 + r1.y;
  r1.y = saturate(0.00499999989 * r1.y);
  r2.xyz = ScreenToWorldMatrix._m03_m13_m23 + r2.yzw;
  r2.xyz = -CameraPositionPS.xyz + r2.xyz;
  r2.w = dot(r2.xyz, r2.xyz);
  r2.w = rsqrt(r2.w);
  r2.xyz = r2.xyz * r2.www;
  r0.y = dot(r0.yzw, -r2.xyz);
  r0.y = r0.y * r0.y;
  r0.x = r0.x * r0.y;
  r0.y = r0.y * r1.x;
  r0.x = 0.5 * r0.x;
  r2.xyzw = -InnerDemonRotationCenter.xxyy + r1.zzww;
  r2.xyzw = r2.xyzw * InnerDemonParams.wwww + InnerDemonRotationCenter.xxyy;
  r2.xyzw = r2.xyzw + -r1.zzww;
  r2.xyzw = r0.xxxx * r2.xyzw + r1.zzww;
  r2.xyzw = -InnerDemonRotationCenter.xxyy + r2.xyzw;
  r2.xyzw = InnerDemonRotationMatrix.xzyw * r2.xyzw;
  r0.xz = r2.xy + r2.zw;
  r0.xz = InnerDemonRotationCenter.xy + r0.xz;
  r0.xz = r0.xz + -r1.zw;
  r0.w = saturate(0.00999999978 * v0.w);
  r0.y = r0.y * r0.w;
  r0.y = r0.y * r1.y;
  r0.y = InnerDemonParams.x * r0.y;
  r0.xy = r0.yy * r0.xz + r1.zw;
  r0.xy = max(InnerDemonClampRect.xy, r0.xy);
  r0.xy = min(InnerDemonClampRect.zw, r0.xy);
  r0.xyz = CurrentFrameSceneColor.SampleLevel(CurrentFrameSceneColorSampler_s, r0.xy, 0).xyz;
  o0.xyz = r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 UVScale;                    // Offset:    0 Size:    16 [unused]
//   float3 InnerDemonPosition;         // Offset:   16 Size:    12 [unused]
//   float4 InnerDemonParams;           // Offset:   32 Size:    16
//   float4 InnerDemonRotationMatrix;   // Offset:   48 Size:    16
//   float2 InnerDemonRotationCenter;   // Offset:   64 Size:     8
//   float4 InnerDemonClampRect;        // Offset:   80 Size:    16
//   float4x4 ScreenToWorldMatrix;      // Offset:   96 Size:    64
//   float4 InnerDemonSphere;           // Offset:  160 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
//   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
// CurrentFrameSceneColorSampler     sampler      NA          NA    3        1
// HearthBeatTextureSampler          sampler      NA          NA    4        1
// SceneDepthTexture                 texture  float4          2d    0        1
// CurrentFrameSceneColor            texture  float4          2d    1        1
// HearthBeatTexture                 texture  float4          2d    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
// TEXCOORD                 1   xyz         1     NONE   float   xyz 
//
//
// 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[10], immediateIndexed
dcl_constantbuffer cb2[6], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v0.xyw
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 4
mov r0.x, cb0[2].z
mov r0.y, l(0.500000)
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s4, l(0.000000)
dp3 r0.y, v1.xyzx, v1.xyzx
rsq r0.y, r0.y
mul r0.yzw, r0.yyyy, v1.xxyz
div r1.xy, v0.xyxx, v0.wwww
mad r1.zw, r1.xxxy, cb2[0].xxxy, cb2[0].wwwz
sample_l_indexable(texture2d)(float,float,float,float) r2.x, r1.zwzz, t0.xyzw, s2, l(0.000000)
max r2.x, r2.x, l(0.001000)
mad r2.x, r2.x, cb2[1].z, -cb2[1].w
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), r2.x
mul r2.yz, r1.xxyx, r2.xxxx
mul r1.xy, |r1.xyxx|, |r1.xyxx|
mad r1.xy, -r1.xyxx, r1.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r1.x, r1.y, r1.x
mul r3.xyz, r2.zzzz, cb0[7].xyzx
mad r2.yzw, cb0[6].xxyz, r2.yyyy, r3.xxyz
mad r2.yzw, cb0[8].xxyz, r2.xxxx, r2.yyzw
add r1.y, r2.x, -cb0[2].y
add r1.y, r1.y, l(1000.000000)
mul_sat r1.y, r1.y, l(0.005000)
add r2.xyz, r2.yzwy, cb0[9].xyzx
add r2.xyz, r2.xyzx, -cb2[5].xyzx
dp3 r2.w, r2.xyzx, r2.xyzx
rsq r2.w, r2.w
mul r2.xyz, r2.wwww, r2.xyzx
dp3 r0.y, r0.yzwy, -r2.xyzx
mul r0.y, r0.y, r0.y
mul r0.x, r0.y, r0.x
mul r0.y, r1.x, r0.y
mul r0.x, r0.x, l(0.500000)
add r2.xyzw, r1.zzww, -cb0[4].xxyy
mad r2.xyzw, r2.xyzw, cb0[2].wwww, cb0[4].xxyy
add r2.xyzw, -r1.zzww, r2.xyzw
mad r2.xyzw, r0.xxxx, r2.xyzw, r1.zzww
add r2.xyzw, r2.xyzw, -cb0[4].xxyy
mul r2.xyzw, r2.xyzw, cb0[3].xzyw
add r0.xz, r2.zzwz, r2.xxyx
add r0.xz, r0.xxzx, cb0[4].xxyx
add r0.xz, -r1.zzwz, r0.xxzx
mul_sat r0.w, v0.w, l(0.010000)
mul r0.y, r0.w, r0.y
mul r0.y, r1.y, r0.y
mul r0.y, r0.y, cb0[2].x
mad r0.xy, r0.yyyy, r0.xzxx, r1.zwzz
max r0.xy, r0.xyxx, cb0[5].xyxx
min r0.xy, r0.xyxx, cb0[5].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t1.xyzw, s3, l(0.000000)
mov o0.xyz, r0.xyzx
mov o0.w, l(1.000000)
ret 
// Approximately 53 instruction slots used

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