// Shadows Lights Reflections DHR

cbuffer _Globals : register(b0)
{
  float3 LightingChannelsAndModel : packoffset(c0);
  float4 ShadowMapAtlasSize : packoffset(c1);
  float2 InvClusterScreenSize : packoffset(c2);
  float3 ReflectionShadowPlane : packoffset(c3);
  float2 ReflectionInvBufferSize : packoffset(c4);
  bool bShowLightComplexity : packoffset(c4.z);
  bool4 bClusteredForwardRenderingOptions : packoffset(c5);
  float3 DominantDirectionalLightDirection : packoffset(c6);
  float3 DominantDirectionalLightColor : packoffset(c7);
}

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);
}

cbuffer ClusteredReflectionsConstants : register(b8)
{

  struct
  {
    float3 Position;
    float ArrayIndex;
    float4 RotationXY;
    float3 Size;
    uint ReflectionChannels;
    float3 InvSize;
    float InvInnerEdgeTransition;
    float3 TransitionBias;
    float Fade;
    float3 TransitionScale;
    float MinMip;
  } ClusteredCubeMaps[64] : packoffset(c0);

}

cbuffer ClusteredShadowCascadesConstants : register(b9)
{

  struct
  {
    float4x4 WorldToShadowMatrix;
    float4 ShadowFilterScale;
    float4 ShadowFilterBias;
    float4 ShadowsRectCenterAndSize;
    float2 TransitionScaleBias;
    float2 DynamicObjectMask;
    float3 Fading;
  } ClusteredDominantShadows[64] : packoffset(c0);

}

SamplerState PointWrapSampler_s : register(s0);
SamplerState TrilinearClampSampler_s : register(s1);
SamplerState WorldNormalGBufferTextureSampler_s : register(s2);
SamplerState BaseColorGBufferTextureSampler_s : register(s3);
SamplerState SpecularGBufferTextureSampler_s : register(s4);
SamplerState DominantShadowMaskTextureSampler_s : register(s5);
SamplerState SceneDepthTextureSampler_s : register(s6);
SamplerComparisonState ShadowComparisonSampler_s : register(s7);
Texture2D<float4> EnvironmentBRDFTexture : register(t0);
Buffer<uint> LightIndexListTexture : register(t1);
Texture3D<uint2> ClusteredTexture3D : register(t2);
Texture2D<float4> ShadowMapAtlasTexture : register(t3);
Texture3D<float4> RandomAngles3DTexture : register(t4);
TextureCubeArray<float4> EnvironmentReflectionTextureArray : register(t6);
Texture2D<float4> WorldNormalGBufferTexture : register(t7);
Texture2D<float4> BaseColorGBufferTexture : register(t8);
Texture2D<float4> SpecularGBufferTexture : register(t9);
Texture2D<float4> DominantShadowMaskTexture : register(t10);
Texture2D<float4> SceneDepthTexture : register(t11);
Texture2D<float4> ReflectionShadowMaskTexture : register(t12);


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

void main( 
  float4 v0 : TEXCOORD0,
  float3 v1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r1.xyzw = WorldNormalGBufferTexture.SampleLevel(WorldNormalGBufferTextureSampler_s, r0.xy, 0).xyzw;
  r0.z = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.xy, 0).x;
  r0.w = 0.00100000005 + r1.w;
  r0.w = 3 * r0.w;
  r0.w = (uint)r0.w;
  r0.z = max(0.00100000994, r0.z);
  r0.z = r0.z * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.z = 1 / r0.z;
  
  //Fix
  float4 stereo = StereoParams.Load(0);
  matrix vp = MATRIX(ViewProjectionMatrixPS, 0);
  matrix ivp = inverse(vp);  
  float4 tmp = mul(vp, v1 * r0.z);
  tmp.x -= stereo.x * (tmp.w - stereo.y);
  v1 = mul(ivp, tmp) / r0.z;
  
  r2.xyz = v1.xyz * r0.zzz + CameraPositionPS.xyz;
  r1.w = RandomAngles3DTexture.CalculateLevelOfDetailUnclamped(PointWrapSampler_s, r2.xyz);
  if (r0.w != 0) {
    r3.xyz = BaseColorGBufferTexture.SampleLevel(BaseColorGBufferTextureSampler_s, r0.xy, 0).xyz;
    r4.xyzw = SpecularGBufferTexture.SampleLevel(SpecularGBufferTextureSampler_s, r0.xy, 0).xyzw;
    r2.w = DominantShadowMaskTexture.SampleLevel(DominantShadowMaskTextureSampler_s, r0.xy, 0).x;
    r5.xyz = r3.xyz * r3.xyz;
    r3.w = 0.00100000005 + r4.w;
    r3.w = 31.875 * r3.w;
    r4.w = frac(r3.w);
    r4.w = 8 * r4.w;
    r4.w = (uint)r4.w;
    r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
    r5.w = dot(r1.xyz, r1.xyz);
    r5.w = rsqrt(r5.w);
    r1.xyz = r5.www * r1.zxy;
    r3.w = floor(r3.w);
    r5.w = 0.0322580636 * r3.w;
    r0.w = cmp((int)r0.w == 2);
    SceneDepthTexture.GetDimensions(0, fDest.x, fDest.y, fDest.z);
    r6.xy = fDest.xy;
    r6.z = dot(v1.xyz, v1.xyz);
    r6.z = rsqrt(r6.z);
    r7.xyz = v1.xyz * r6.zzz;
    r6.xy = r6.xy * r0.xy;
    r6.xy = (uint2)r6.xy;
    r8.xy = (uint2)r6.xy >> int2(6,6);
    r0.z = 0.00999999978 * r0.z;
    r0.z = log2(r0.z);
    r0.z = r0.z * 3.11064339 + 1;
    r0.z = max(0, r0.z);
    r8.z = (uint)r0.z;
    r8.w = 0;
    r6.xy = ClusteredTexture3D.Load(r8.xyzw).xy;
    if (8 == 0) r6.y = 0; else if (8+8 < 32) {     r6.y = (uint)r6.y << (32-(8 + 8)); r6.y = (uint)r6.y >> (32-8);    } else r6.y = (uint)r6.y >> 8;
    if (8 == 0) r6.w = 0; else if (8+16 < 32) {     r6.w = (uint)r6.y << (32-(8 + 16)); r6.w = (uint)r6.w >> (32-8);    } else r6.w = (uint)r6.y >> 16;
    r0.z = dot(r1.yzx, DominantDirectionalLightDirection.xyz);
    r7.w = cmp(0 < r0.z);
    r7.w = (int)r0.w | (int)r7.w;
    r8.x = cmp(0 < r2.w);
    r7.w = r7.w ? r8.x : 0;
    if (r7.w != 0) {
      r1.w = round(r1.w);
      r1.w = exp2(-r1.w);
      r8.xyz = r2.xyz * r1.www;
      r8.xy = RandomAngles3DTexture.SampleLevel(PointWrapSampler_s, r8.xyz, 0).xy;
      r8.zw = float2(0,0);
      r9.x = r2.w;
      while (true) {
        r1.w = cmp((uint)r8.w >= (uint)r6.w);
        if (r1.w != 0) break;
        r1.w = (int)r6.x + (int)r8.w;
        r1.w = LightIndexListTexture.Load(r1.w).x;
        r1.w = (int)r1.w * 9;
        r9.yzw = ClusteredDominantShadows[r1.w/9].WorldToShadowMatrix._m01_m11_m21 * r2.yyy;
        r9.yzw = ClusteredDominantShadows[r1.w/9].WorldToShadowMatrix._m00_m10_m20 * r2.xxx + r9.yzw;
        r9.yzw = ClusteredDominantShadows[r1.w/9].WorldToShadowMatrix._m02_m12_m22 * r2.zzz + r9.yzw;
        r9.yzw = ClusteredDominantShadows[r1.w/9].WorldToShadowMatrix._m03_m13_m23 + r9.yzw;
		
        r10.xy = -ClusteredDominantShadows[r1.w/9].ShadowsRectCenterAndSize.xy + r9.yz;
        r10.xy = cmp(ClusteredDominantShadows[r1.w/9].ShadowsRectCenterAndSize.zw < abs(r10.xy));
        r7.w = (int)r10.y | (int)r10.x;
        if (r7.w == 0) {
          r7.w = r9.w * ClusteredDominantShadows[r1.w/9].Fading.y + ClusteredDominantShadows[r1.w/9].Fading.z;
          r7.w = max(ClusteredDominantShadows[r1.w/9].Fading.x, r7.w);
          r9.w = min(0.999000013, r9.w);
          r10.xyzw = r8.xyyx * ClusteredDominantShadows[r1.w/9].ShadowFilterScale.xzyw + ClusteredDominantShadows[r1.w/9].ShadowFilterBias.xzyw;
          r11.xy = r10.xy * float2(0.0829999968,0.0829999968) + r9.yz;
		  
          r1.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r11.xy = -r10.xy * float2(0.0829999968,0.0829999968) + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xy = float2(-0.0829999968,-0.0829999968) * r10.zw;
          r11.xy = r10.xy * float2(-0.143999994,-0.143999994) + r11.xy;
          r11.zw = r11.xy + r9.yz;
          r11.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.zw, r9.w).x;
          r1.w = r11.z + r1.w;
          r11.xy = -r11.xy + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xy = float2(0.216999993,0.216999993) * r10.zw;
          r11.xy = r10.xy * float2(0.125,0.125) + r11.xy;
          r11.zw = r11.xy + r9.yz;
          r11.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.zw, r9.w).x;
          r1.w = r11.z + r1.w;
          r11.xy = -r11.xy + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xy = r10.zw * float2(-0.333000004,-0.333000004) + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xy = -r10.zw * float2(-0.333000004,-0.333000004) + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xyzw = float4(-0.208000004,-0.208000004,0.361000001,0.361000001) * r10.xyzw;
          r11.xy = r11.xy + r11.zw;
          r11.zw = r11.xy + r9.yz;
          r11.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.zw, r9.w).x;
          r1.w = r11.z + r1.w;
          r11.xy = -r11.xy + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xyzw = float4(0.432999998,0.432999998,-0.25,-0.25) * r10.xyzw;
          r11.xy = r11.xy + r11.zw;
          r11.zw = r11.xy + r9.yz;
          r11.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.zw, r9.w).x;
          r1.w = r11.z + r1.w;
          r11.xy = -r11.xy + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xy = r10.xy * float2(-0.583000004,-0.583000004) + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xy = -r10.xy * float2(-0.583000004,-0.583000004) + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xy = float2(0.333000004,0.333000004) * r10.zw;
          r11.xy = r10.xy * float2(0.577000022,0.577000022) + r11.xy;
          r11.zw = r11.xy + r9.yz;
          r11.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.zw, r9.w).x;
          r1.w = r11.z + r1.w;
          r11.xy = -r11.xy + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xy = float2(-0.649999976,-0.649999976) * r10.zw;
          r11.xy = r10.xy * float2(-0.375,-0.375) + r11.xy;
          r11.zw = r11.xy + r9.yz;
          r11.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.zw, r9.w).x;
          r1.w = r11.z + r1.w;
          r11.xy = -r11.xy + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xy = r10.zw * float2(0.833000004,0.833000004) + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xy = -r10.zw * float2(0.833000004,0.833000004) + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r11.xyzw = float4(0.458000004,0.458000004,-0.79400003,-0.79400003) * r10.xyzw;
          r11.xy = r11.xy + r11.zw;
          r11.zw = r11.xy + r9.yz;
          r11.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.zw, r9.w).x;
          r1.w = r11.z + r1.w;
          r11.xy = -r11.xy + r9.yz;
          r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xy, r9.w).x;
          r1.w = r11.x + r1.w;
          r10.xyzw = float4(-0.865999997,-0.865999997,0.5,0.5) * r10.xyzw;
          r10.xy = r10.xy + r10.zw;
          r10.zw = r10.xy + r9.yz;
          r10.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r10.zw, r9.w).x;
          r1.w = r10.z + r1.w;
          r9.yz = -r10.xy + r9.yz;
          r9.y = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r9.yz, r9.w).x;
          r1.w = r9.y + r1.w;
          r1.w = 0.0416666679 * r1.w;
          r1.w = r1.w * r1.w;
          r1.w = max(r1.w, r7.w);
          r9.x = min(r9.x, r1.w);
        }
        r8.zw = (int2)r8.zw + int2(1,1);
      }
      r1.w = min(r9.x, r2.w);
      if (r0.w != 0) {
        r8.xyw = -v1.xyz * r6.zzz + DominantDirectionalLightDirection.xyz;
        r2.w = dot(r8.xyw, r8.xyw);
        r2.w = rsqrt(r2.w);
        r8.xyw = r8.xyw * r2.www;
        r2.w = saturate(r0.z);
        r7.w = dot(r1.yzx, r8.xyw);
        r7.w = max(9.99999997e-007, r7.w);
        r7.w = min(1, r7.w);
        r8.xyw = r5.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
        r8.xyw = float3(0.318309873,0.318309873,0.318309873) * r8.xyw;
        r9.x = saturate(r0.z * 5 + 0.5);
        r3.w = -r3.w * 0.0322580636 + 1;
        r3.w = r9.x * r3.w + r5.w;
        r9.x = r2.w * 0.5 + 0.5;
        r3.w = r9.x * r3.w;
        r9.x = r4.z * r4.z;
        r9.x = r9.x * r9.x;
        r9.y = 2 / r9.x;
        r9.y = -2 + r9.y;
        r9.y = max(9.99999975e-006, r9.y);
        r7.w = log2(r7.w);
        r7.w = r9.y * r7.w;
        r7.w = exp2(r7.w);
        r9.x = 3.14159274 * r9.x;
        r7.w = r7.w / r9.x;
        r2.w = r7.w * r2.w;
        r2.w = 0.00999999978 * r2.w;
        r8.xyw = r8.xyw * r3.www + r2.www;
        r8.xyw = DominantDirectionalLightColor.xyz * r8.xyw;
        r8.xyw = r8.xyw * r1.www;
      } else {
        r9.xyz = -v1.xyz * r6.zzz + DominantDirectionalLightDirection.xyz;
        r2.w = dot(r9.xyz, r9.xyz);
        r2.w = rsqrt(r2.w);
        r9.xyz = r9.xyz * r2.www;
        r0.z = saturate(r0.z);
        r2.w = saturate(dot(r1.yzx, r9.xyz));
        r3.w = saturate(dot(DominantDirectionalLightDirection.xyz, r9.xyz));
        r6.z = MetallicOverrideParameter * r4.x;
        r5.xyz = r6.zzz * -r5.xyz + r5.xyz;
        r5.xyz = r5.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
        r9.xyz = r3.xyz * r3.xyz + float3(-0.0399999991,-0.0399999991,-0.0399999991);
        r9.xyz = r6.zzz * r9.xyz + float3(0.0399999991,0.0399999991,0.0399999991);
        r5.xyz = r5.xyz * r0.zzz;
        r6.z = r4.z * r4.z;
        r7.w = r6.z * r6.z;
        r2.w = r2.w * r2.w;
        r6.z = r6.z * r6.z + -0.999499977;
        r2.w = r2.w * r6.z + 1;
        r2.w = r2.w * r2.w;
        r2.w = 3.14159274 * r2.w;
        r2.w = r7.w / r2.w;
        r6.z = r4.z * 0.234375 + 0.015625;
        r7.w = 1 + -r6.z;
        r9.w = r3.w * r3.w;
        r6.z = r9.w * r7.w + r6.z;
        r6.z = 4 * r6.z;
        r6.z = rcp(r6.z);
        r7.w = r3.w * -5.55472994 + -6.98316002;
        r3.w = r7.w * r3.w;
        r3.w = exp2(r3.w);
        r9.xyz = r9.xyz + r3.www;
        r9.xyz = r9.xyz * SpecularOverrideParameter.www + SpecularOverrideParameter.xyz;
        r2.w = r6.z * r2.w;
        r9.xyz = r2.www * r9.xyz;
        r9.xyz = r9.xyz * r0.zzz;
        r5.xyz = r5.xyz * float3(0.318309873,0.318309873,0.318309873) + r9.xyz;
        r5.xyz = DominantDirectionalLightColor.xyz * r5.xyz;
        r8.xyw = r5.xyz * r1.www;
      }
    } else {
      r8.xyzw = float4(0,0,0,0);
    }
    r0.z = (int)r6.w + (int)r6.x;
    r5.x = dot(r1.yzx, -r7.xyz);
    r1.w = cmp(r5.x < 0);
    r2.w = r5.x + r5.x;
    r6.xzw = r1.yzx * -r2.www + -r7.xyz;
    r1.yzw = r1.www ? r1.yzx : -r6.xzw;
    r2.w = (int)r4.w & 4;
    if (r2.w != 0) {
      r0.x = ReflectionShadowMaskTexture.SampleLevel(TrilinearClampSampler_s, r0.xy, 0).x;
      r0.y = -ReflectionShadowPlane.x + r2.z;
      r0.y = ReflectionShadowPlane.y * r0.y;
      r0.y = 1 + -abs(r0.y);
      r1.x = saturate(r1.x);
      r1.x = r1.x * r1.x;
      r2.w = r0.x + r4.z;
      r0.x = -r0.x * r4.z + r2.w;
      r0.y = r1.x * r0.y;
      r0.y = min(ReflectionShadowPlane.z, r0.y);
      r0.x = -1 + r0.x;
      r0.x = r0.y * r0.x + 1;
    } else {
      r0.x = r0.w ? r4.y : r5.w;
    }
    r5.x = saturate(r5.x);
    r5.y = r4.z;
    r0.yw = EnvironmentBRDFTexture.SampleLevel(TrilinearClampSampler_s, r5.xy, 0).xy;
    r1.x = log2(r4.z);
    r1.x = r1.x * 1.79999995 + 8;
    r2.w = MetallicOverrideParameter * r4.x;
    r3.xyz = r3.xyz * r3.xyz + float3(-0.0399999991,-0.0399999991,-0.0399999991);
    r3.xyz = r2.www * r3.xyz + float3(0.0399999991,0.0399999991,0.0399999991);
    r3.xyz = r3.xyz * r0.yyy + r0.www;
    r5.xyz = float3(0,0,0);
    r0.y = r0.z;
    r0.w = 0;
    r2.w = 0;
    while (true) {
      r3.w = cmp((uint)r2.w >= (uint)r6.y);
      if (r3.w != 0) break;
      r3.w = (int)r0.y + 1;
      r4.x = LightIndexListTexture.Load(r0.y).x;
      r4.x = (int)r4.x * 6;
      r4.z = (int)r4.w & (int)ClusteredCubeMaps[r4.x/6].ReflectionChannels;
      if (r4.z != 0) {
        r6.xzw = -ClusteredCubeMaps[r4.x/6].Position.xyz + r2.xyz;
        r7.x = dot(ClusteredCubeMaps[r4.x/6].RotationXY.xy, r6.xz);
        r7.y = dot(ClusteredCubeMaps[r4.x/6].RotationXY.zw, r6.xz);
        r7.z = ClusteredCubeMaps[r4.x/6].InvSize.z * r6.w;
        r6.xzw = saturate(ClusteredCubeMaps[r4.x/6].TransitionBias.xyz + abs(r7.xyz));
        r6.xzw = ClusteredCubeMaps[r4.x/6].TransitionScale.xyz * r6.xzw;
        r4.z = max(r6.z, r6.w);
        r4.z = max(r6.x, r4.z);
        r4.z = 1 + -r4.z;
        r5.w = cmp(0 < r4.z);
        if (r5.w != 0) {
          r9.x = dot(ClusteredCubeMaps[r4.x/6].RotationXY.xy, r1.yz);
          r9.y = dot(ClusteredCubeMaps[r4.x/6].RotationXY.zw, r1.yz);
          r9.z = ClusteredCubeMaps[r4.x/6].InvSize.z * r1.w;
          r6.xzw = cmp(float3(0,0,0) < r9.xyz);
          r10.xyz = cmp(r9.xyz < float3(0,0,0));
          r6.xzw = (int3)r6.xzw + (int3)-r10.xyz;
          r6.xzw = (int3)r6.xzw;
          r6.xzw = r7.xyz * r6.xzw + float3(1,1,1);
          r6.xzw = r6.xzw / abs(r9.xyz);
          r5.w = min(r6.z, r6.w);
          r5.w = min(r6.x, r5.w);
          r6.x = saturate(ClusteredCubeMaps[r4.x/6].InvInnerEdgeTransition * r5.w);
          r6.z = r6.x * r4.z;
          r7.xyz = r5.www * r1.yzw + r2.xyz;
          r7.xyz = -ClusteredCubeMaps[r4.x/6].Position.xyz + r7.xyz;
          r5.w = max(ClusteredCubeMaps[r4.x/6].MinMip, r1.x);
          r7.w = ClusteredCubeMaps[r4.x/6].ArrayIndex;
          r7.xyz = EnvironmentReflectionTextureArray.SampleLevel(TrilinearClampSampler_s, r7.xyzw, r5.w).xyz;
          r7.xyz = ClusteredCubeMaps[r4.x/6].Fade * r7.xyz;
          r7.xyz = r7.xyz * r3.xyz;
          r5.xyz = r7.xyz * r6.zzz + r5.xyz;
          r0.w = r4.z * r6.x + r0.w;
        }
      }
      r2.w = (int)r2.w + 1;
      r0.y = r3.w;
    }
    r0.y = cmp(1 < r0.w);
    r1.xyz = r5.xyz / r0.www;
    r0.yzw = r0.yyy ? r1.xyz : r5.xyz;
    r0.xyz = r0.yzw * r0.xxx + r8.xyw;
    r1.x = (int)r6.y + (int)r8.z;
    r1.x = (uint)r1.x;
    r1.x = 0.25 * r1.x;
    r1.x = min(1, r1.x);
    r1.y = cmp(0 < r1.x);
    r0.w = 0;
    r1.xzw = r1.xxx * float3(1,-1,0) + r0.wyw;
    r2.xz = r0.xz;
    r2.y = 1;
    r1.xzw = r2.xyz + r1.xzw;
    r1.xyz = r1.yyy ? r1.xzw : r0.xyz;
    r0.xyz = bShowLightComplexity ? r1.xyz : r0.xyz;
    r0.xyz = r0.xyz * r4.yyy;
    r0.xyz = SceneColorExponentBias.xxx * r0.xyz;
  } else {
    r0.xyz = float3(0,0,0);
  }
  o0.xyz = r0.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float3 LightingChannelsAndModel;   // Offset:    0 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:   16 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:   32 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:   48 Size:    12
//   float2 ReflectionInvBufferSize;    // Offset:   64 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:   72 Size:     4
//   bool4 bClusteredForwardRenderingOptions;// Offset:   80 Size:    16 [unused]
//   float3 DominantDirectionalLightDirection;// Offset:   96 Size:    12
//   float3 DominantDirectionalLightColor;// Offset:  112 Size:    12
//
// }
//
// 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
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16
//   float4 SpecularOverrideParameter;  // Offset:   64 Size:    16
//   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
//
// }
//
// cbuffer ClusteredReflectionsConstants
// {
//
//   struct FClusteredCubeMap
//   {
//       
//       float3 Position;               // Offset:    0
//       float ArrayIndex;              // Offset:   12
//       float4 RotationXY;             // Offset:   16
//       float3 Size;                   // Offset:   32
//       uint ReflectionChannels;       // Offset:   44
//       float3 InvSize;                // Offset:   48
//       float InvInnerEdgeTransition;  // Offset:   60
//       float3 TransitionBias;         // Offset:   64
//       float Fade;                    // Offset:   76
//       float3 TransitionScale;        // Offset:   80
//       float MinMip;                  // Offset:   92
//
//   } ClusteredCubeMaps[64];           // Offset:    0 Size:  6144
//
// }
//
// 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
// WorldNormalGBufferTextureSampler    sampler      NA          NA    2        1
// BaseColorGBufferTextureSampler    sampler      NA          NA    3        1
// SpecularGBufferTextureSampler     sampler      NA          NA    4        1
// DominantShadowMaskTextureSampler    sampler      NA          NA    5        1
// SceneDepthTextureSampler          sampler      NA          NA    6        1
// ShadowComparisonSampler         sampler_c      NA          NA    7        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
// EnvironmentReflectionTextureArray    texture  float4   cubearray    6        1
// WorldNormalGBufferTexture         texture  float4          2d    7        1
// BaseColorGBufferTexture           texture  float4          2d    8        1
// SpecularGBufferTexture            texture  float4          2d    9        1
// DominantShadowMaskTexture         texture  float4          2d   10        1
// SceneDepthTexture                 texture  float4          2d   11        1
// ReflectionShadowMaskTexture       texture  float4          2d   12        1
// $Globals                          cbuffer      NA          NA    0        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
// ClusteredReflectionsConstants     cbuffer      NA          NA    8        1
// ClusteredShadowCascadesConstants    cbuffer      NA          NA    9        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy  
// 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[8], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb8[384], 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_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_texturecubearray (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_resource_texture2d (float,float,float,float) t12
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 12
mad r0.xy, v0.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t7.xyzw, s2, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t11.yzxw, s6, l(0.000000)
add r0.w, r1.w, l(0.001000)
mul r0.w, r0.w, l(3.000000)
ftou r0.w, r0.w
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
mad r2.xyz, v1.xyzx, r0.zzzz, cb2[5].xyzx
lod r1.w, r2.xyzx, t4.y, s0
if_nz r0.w
  sample_l_indexable(texture2d)(float,float,float,float) r3.xyz, r0.xyxx, t8.xyzw, s3, l(0.000000)
  sample_l_indexable(texture2d)(float,float,float,float) r4.xyzw, r0.xyxx, t9.xyzw, s4, l(0.000000)
  sample_l_indexable(texture2d)(float,float,float,float) r2.w, r0.xyxx, t10.yzwx, s5, l(0.000000)
  mul r5.xyz, r3.xyzx, r3.xyzx
  add r3.w, r4.w, l(0.001000)
  mul r3.w, r3.w, l(31.875000)
  frc r4.w, r3.w
  mul r4.w, r4.w, l(8.000000)
  ftou r4.w, r4.w
  mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
  dp3 r5.w, r1.xyzx, r1.xyzx
  rsq r5.w, r5.w
  mul r1.xyz, r1.zxyz, r5.wwww
  round_ni r3.w, r3.w
  mul r5.w, r3.w, l(0.032258)
  ieq r0.w, r0.w, l(2)
  resinfo_indexable(texture2d)(float,float,float,float) r6.xy, l(0), t11.xyzw
  dp3 r6.z, v1.xyzx, v1.xyzx
  rsq r6.z, r6.z
  mul r7.xyz, r6.zzzz, v1.xyzx
  mul r6.xy, r0.xyxx, r6.xyxx
  ftou r6.xy, r6.xyxx
  ushr r8.xy, r6.xyxx, l(6, 6, 0, 0)
  mul r0.z, r0.z, l(0.010000)
  log r0.z, r0.z
  mad r0.z, r0.z, l(3.110643), l(1.000000)
  max r0.z, r0.z, l(0.000000)
  ftou r8.z, r0.z
  mov r8.w, l(0)
  ld_indexable(texture3d)(uint,uint,uint,uint) r6.xy, r8.xyzw, t2.xyzw
  ubfe r6.yw, l(0, 8, 0, 8), l(0, 8, 0, 16), r6.yyyy
  dp3 r0.z, r1.yzxy, cb0[6].xyzx
  lt r7.w, l(0.000000), r0.z
  or r7.w, r0.w, r7.w
  lt r8.x, l(0.000000), r2.w
  and r7.w, r7.w, r8.x
  if_nz r7.w
    round_ne r1.w, r1.w
    exp r1.w, -r1.w
    mul r8.xyz, r1.wwww, r2.xyzx
    sample_l_indexable(texture3d)(float,float,float,float) r8.xy, r8.xyzx, t4.xyzw, s0, l(0.000000)
    mov r8.zw, l(0,0,0,0)
    mov r9.x, r2.w
    loop 
      uge r1.w, r8.w, r6.w
      breakc_nz r1.w
      iadd r1.w, r6.x, r8.w
      ld_indexable(buffer)(uint,uint,uint,uint) r1.w, r1.wwww, t1.yzwx
      imul null, r1.w, r1.w, l(9)
      mul r9.yzw, r2.yyyy, cb9[r1.w + 1].xxyz
      mad r9.yzw, cb9[r1.w + 0].xxyz, r2.xxxx, r9.yyzw
      mad r9.yzw, cb9[r1.w + 2].xxyz, r2.zzzz, r9.yyzw
      add r9.yzw, r9.yyzw, cb9[r1.w + 3].xxyz
      add r10.xy, r9.yzyy, -cb9[r1.w + 6].xyxx
      lt r10.xy, cb9[r1.w + 6].zwzz, |r10.xyxx|
      or r7.w, r10.y, r10.x
      if_z r7.w
        mad r7.w, r9.w, cb9[r1.w + 8].y, cb9[r1.w + 8].z
        max r7.w, r7.w, cb9[r1.w + 8].x
        min r9.w, r9.w, l(0.999000)
        mad r10.xyzw, r8.xyyx, cb9[r1.w + 4].xzyw, cb9[r1.w + 5].xzyw
        mad r11.xy, r10.xyxx, l(0.083000, 0.083000, 0.000000, 0.000000), r9.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r1.w, r11.xyxx, t3.xxxx, s7, r9.w
        mad r11.xy, -r10.xyxx, l(0.083000, 0.083000, 0.000000, 0.000000), r9.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mul r11.xy, r10.zwzz, l(-0.083000, -0.083000, 0.000000, 0.000000)
        mad r11.xy, r10.xyxx, l(-0.144000, -0.144000, 0.000000, 0.000000), r11.xyxx
        add r11.zw, r9.yyyz, r11.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.z, r11.zwzz, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.z
        add r11.xy, r9.yzyy, -r11.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mul r11.xy, r10.zwzz, l(0.217000, 0.217000, 0.000000, 0.000000)
        mad r11.xy, r10.xyxx, l(0.125000, 0.125000, 0.000000, 0.000000), r11.xyxx
        add r11.zw, r9.yyyz, r11.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.z, r11.zwzz, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.z
        add r11.xy, r9.yzyy, -r11.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mad r11.xy, r10.zwzz, l(-0.333000, -0.333000, 0.000000, 0.000000), r9.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mad r11.xy, -r10.zwzz, l(-0.333000, -0.333000, 0.000000, 0.000000), r9.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mul r11.xyzw, r10.xyzw, l(-0.208000, -0.208000, 0.361000, 0.361000)
        add r11.xy, r11.zwzz, r11.xyxx
        add r11.zw, r9.yyyz, r11.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.z, r11.zwzz, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.z
        add r11.xy, r9.yzyy, -r11.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mul r11.xyzw, r10.xyzw, l(0.433000, 0.433000, -0.250000, -0.250000)
        add r11.xy, r11.zwzz, r11.xyxx
        add r11.zw, r9.yyyz, r11.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.z, r11.zwzz, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.z
        add r11.xy, r9.yzyy, -r11.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mad r11.xy, r10.xyxx, l(-0.583000, -0.583000, 0.000000, 0.000000), r9.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mad r11.xy, -r10.xyxx, l(-0.583000, -0.583000, 0.000000, 0.000000), r9.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mul r11.xy, r10.zwzz, l(0.333000, 0.333000, 0.000000, 0.000000)
        mad r11.xy, r10.xyxx, l(0.577000, 0.577000, 0.000000, 0.000000), r11.xyxx
        add r11.zw, r9.yyyz, r11.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.z, r11.zwzz, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.z
        add r11.xy, r9.yzyy, -r11.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mul r11.xy, r10.zwzz, l(-0.650000, -0.650000, 0.000000, 0.000000)
        mad r11.xy, r10.xyxx, l(-0.375000, -0.375000, 0.000000, 0.000000), r11.xyxx
        add r11.zw, r9.yyyz, r11.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.z, r11.zwzz, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.z
        add r11.xy, r9.yzyy, -r11.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mad r11.xy, r10.zwzz, l(0.833000, 0.833000, 0.000000, 0.000000), r9.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mad r11.xy, -r10.zwzz, l(0.833000, 0.833000, 0.000000, 0.000000), r9.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mul r11.xyzw, r10.xyzw, l(0.458000, 0.458000, -0.794000, -0.794000)
        add r11.xy, r11.zwzz, r11.xyxx
        add r11.zw, r9.yyyz, r11.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.z, r11.zwzz, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.z
        add r11.xy, r9.yzyy, -r11.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xyxx, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r11.x
        mul r10.xyzw, r10.xyzw, l(-0.866000, -0.866000, 0.500000, 0.500000)
        add r10.xy, r10.zwzz, r10.xyxx
        add r10.zw, r9.yyyz, r10.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r10.z, r10.zwzz, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r10.z
        add r9.yz, r9.yyzy, -r10.xxyx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r9.y, r9.yzyy, t3.xxxx, s7, r9.w
        add r1.w, r1.w, r9.y
        mul r1.w, r1.w, l(0.041667)
        mul r1.w, r1.w, r1.w
        max r1.w, r7.w, r1.w
        min r9.x, r1.w, r9.x
      endif 
      iadd r8.zw, r8.zzzw, l(0, 0, 1, 1)
    endloop 
    min r1.w, r2.w, r9.x
    if_nz r0.w
      mad r8.xyw, -v1.xyxz, r6.zzzz, cb0[6].xyxz
      dp3 r2.w, r8.xywx, r8.xywx
      rsq r2.w, r2.w
      mul r8.xyw, r2.wwww, r8.xyxw
      mov_sat r2.w, r0.z
      dp3 r7.w, r1.yzxy, r8.xywx
      max r7.w, r7.w, l(0.000001)
      min r7.w, r7.w, l(1.000000)
      mad r8.xyw, r5.xyxz, cb2[3].wwww, cb2[3].xyxz
      mul r8.xyw, r8.xyxw, l(0.318310, 0.318310, 0.000000, 0.318310)
      mad_sat r9.x, r0.z, l(5.000000), l(0.500000)
      mad r3.w, -r3.w, l(0.032258), l(1.000000)
      mad r3.w, r9.x, r3.w, r5.w
      mad r9.x, r2.w, l(0.500000), l(0.500000)
      mul r3.w, r3.w, r9.x
      mul r9.x, r4.z, r4.z
      mul r9.x, r9.x, r9.x
      div r9.y, l(2.000000), r9.x
      add r9.y, r9.y, l(-2.000000)
      max r9.y, r9.y, l(0.000010)
      log r7.w, r7.w
      mul r7.w, r7.w, r9.y
      exp r7.w, r7.w
      mul r9.x, r9.x, l(3.141593)
      div r7.w, r7.w, r9.x
      mul r2.w, r2.w, r7.w
      mul r2.w, r2.w, l(0.010000)
      mad r8.xyw, r8.xyxw, r3.wwww, r2.wwww
      mul r8.xyw, r8.xyxw, cb0[7].xyxz
      mul r8.xyw, r1.wwww, r8.xyxw
    else 
      mad r9.xyz, -v1.xyzx, r6.zzzz, cb0[6].xyzx
      dp3 r2.w, r9.xyzx, r9.xyzx
      rsq r2.w, r2.w
      mul r9.xyz, r2.wwww, r9.xyzx
      mov_sat r0.z, r0.z
      dp3_sat r2.w, r1.yzxy, r9.xyzx
      dp3_sat r3.w, cb0[6].xyzx, r9.xyzx
      mul r6.z, r4.x, cb2[2].y
      mad r5.xyz, r6.zzzz, -r5.xyzx, r5.xyzx
      mad r5.xyz, r5.xyzx, cb2[3].wwww, cb2[3].xyzx
      mad r9.xyz, r3.xyzx, r3.xyzx, l(-0.040000, -0.040000, -0.040000, 0.000000)
      mad r9.xyz, r6.zzzz, r9.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000)
      mul r5.xyz, r0.zzzz, r5.xyzx
      mul r6.z, r4.z, r4.z
      mul r7.w, r6.z, r6.z
      mul r2.w, r2.w, r2.w
      mad r6.z, r6.z, r6.z, l(-0.999500)
      mad r2.w, r2.w, r6.z, l(1.000000)
      mul r2.w, r2.w, r2.w
      mul r2.w, r2.w, l(3.141593)
      div r2.w, r7.w, r2.w
      mad r6.z, r4.z, l(0.234375), l(0.015625)
      add r7.w, -r6.z, l(1.000000)
      mul r9.w, r3.w, r3.w
      mad r6.z, r9.w, r7.w, r6.z
      mul r6.z, r6.z, l(4.000000)
      rcp r6.z, r6.z
      mad r7.w, r3.w, l(-5.554730), l(-6.983160)
      mul r3.w, r3.w, r7.w
      exp r3.w, r3.w
      add r9.xyz, r3.wwww, r9.xyzx
      mad r9.xyz, r9.xyzx, cb2[4].wwww, cb2[4].xyzx
      mul r2.w, r2.w, r6.z
      mul r9.xyz, r9.xyzx, r2.wwww
      mul r9.xyz, r0.zzzz, r9.xyzx
      mad r5.xyz, r5.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000), r9.xyzx
      mul r5.xyz, r5.xyzx, cb0[7].xyzx
      mul r8.xyw, r1.wwww, r5.xyxz
    endif 
  else 
    mov r8.xyzw, l(0,0,0,0)
  endif 
  iadd r0.z, r6.w, r6.x
  dp3 r5.x, r1.yzxy, -r7.xyzx
  lt r1.w, r5.x, l(0.000000)
  add r2.w, r5.x, r5.x
  mad r6.xzw, r1.yyzx, -r2.wwww, -r7.xxyz
  movc r1.yzw, r1.wwww, r1.yyzx, -r6.xxzw
  and r2.w, r4.w, l(4)
  if_nz r2.w
    sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t12.xyzw, s1, l(0.000000)
    add r0.y, r2.z, -cb0[3].x
    mul r0.y, r0.y, cb0[3].y
    add r0.y, -|r0.y|, l(1.000000)
    mov_sat r1.x, r1.x
    mul r1.x, r1.x, r1.x
    add r2.w, r4.z, r0.x
    mad r0.x, -r0.x, r4.z, r2.w
    mul r0.y, r0.y, r1.x
    min r0.y, r0.y, cb0[3].z
    add r0.x, r0.x, l(-1.000000)
    mad r0.x, r0.y, r0.x, l(1.000000)
  else 
    movc r0.x, r0.w, r4.y, r5.w
  endif 
  mov_sat r5.x, r5.x
  mov r5.y, r4.z
  sample_l_indexable(texture2d)(float,float,float,float) r0.yw, r5.xyxx, t0.zxwy, s1, l(0.000000)
  log r1.x, r4.z
  mad r1.x, r1.x, l(1.800000), l(8.000000)
  mul r2.w, r4.x, cb2[2].y
  mad r3.xyz, r3.xyzx, r3.xyzx, l(-0.040000, -0.040000, -0.040000, 0.000000)
  mad r3.xyz, r2.wwww, r3.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000)
  mad r3.xyz, r3.xyzx, r0.yyyy, r0.wwww
  mov r5.xyz, l(0,0,0,0)
  mov r0.y, r0.z
  mov r0.w, l(0)
  mov r2.w, l(0)
  loop 
    uge r3.w, r2.w, r6.y
    breakc_nz r3.w
    iadd r3.w, r0.y, l(1)
    ld_indexable(buffer)(uint,uint,uint,uint) r4.x, r0.yyyy, t1.xyzw
    imul null, r4.x, r4.x, l(6)
    and r4.z, r4.w, cb8[r4.x + 2].w
    if_nz r4.z
      add r6.xzw, r2.xxyz, -cb8[r4.x + 0].xxyz
      dp2 r7.x, cb8[r4.x + 1].xyxx, r6.xzxx
      dp2 r7.y, cb8[r4.x + 1].zwzz, r6.xzxx
      mul r7.z, r6.w, cb8[r4.x + 3].z
      add_sat r6.xzw, |r7.xxyz|, cb8[r4.x + 4].xxyz
      mul r6.xzw, r6.xxzw, cb8[r4.x + 5].xxyz
      max r4.z, r6.w, r6.z
      max r4.z, r4.z, r6.x
      add r4.z, -r4.z, l(1.000000)
      lt r5.w, l(0.000000), r4.z
      if_nz r5.w
        dp2 r9.x, cb8[r4.x + 1].xyxx, r1.yzyy
        dp2 r9.y, cb8[r4.x + 1].zwzz, r1.yzyy
        mul r9.z, r1.w, cb8[r4.x + 3].z
        lt r6.xzw, l(0.000000, 0.000000, 0.000000, 0.000000), r9.xxyz
        lt r10.xyz, r9.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
        iadd r6.xzw, r6.xxzw, -r10.xxyz
        itof r6.xzw, r6.xxzw
        mad r6.xzw, r7.xxyz, r6.xxzw, l(1.000000, 0.000000, 1.000000, 1.000000)
        div r6.xzw, r6.xxzw, |r9.xxyz|
        min r5.w, r6.w, r6.z
        min r5.w, r5.w, r6.x
        mul_sat r6.x, r5.w, cb8[r4.x + 3].w
        mul r6.z, r4.z, r6.x
        mad r7.xyz, r5.wwww, r1.yzwy, r2.xyzx
        add r7.xyz, r7.xyzx, -cb8[r4.x + 0].xyzx
        max r5.w, r1.x, cb8[r4.x + 5].w
        mov r7.w, cb8[r4.x + 0].w
        sample_l_indexable(texturecubearray)(float,float,float,float) r7.xyz, r7.xyzw, t6.xyzw, s1, r5.w
        mul r7.xyz, r7.xyzx, cb8[r4.x + 4].wwww
        mul r7.xyz, r3.xyzx, r7.xyzx
        mad r5.xyz, r7.xyzx, r6.zzzz, r5.xyzx
        mad r0.w, r4.z, r6.x, r0.w
      endif 
    endif 
    iadd r2.w, r2.w, l(1)
    mov r0.y, r3.w
  endloop 
  lt r0.y, l(1.000000), r0.w
  div r1.xyz, r5.xyzx, r0.wwww
  movc r0.yzw, r0.yyyy, r1.xxyz, r5.xxyz
  mad r0.xyz, r0.yzwy, r0.xxxx, r8.xywx
  iadd r1.x, r6.y, r8.z
  utof r1.x, r1.x
  mul r1.x, r1.x, l(0.250000)
  min r1.x, r1.x, l(1.000000)
  lt r1.y, l(0.000000), r1.x
  mov r0.w, l(0)
  mad r1.xzw, r1.xxxx, l(1.000000, 0.000000, -1.000000, 0.000000), r0.wwyw
  mov r2.xz, r0.xxzx
  mov r2.y, l(1.000000)
  add r1.xzw, r1.xxzw, r2.xxyz
  movc r1.xyz, r1.yyyy, r1.xzwx, r0.xyzx
  movc r0.xyz, cb0[4].zzzz, r1.xyzx, r0.xyzx
  mul r0.xyz, r4.yyyy, r0.xyzx
  mul r0.xyz, r0.xyzx, cb2[13].xxxx
else 
  mov r0.xyz, l(0,0,0,0)
endif 
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret 
// Approximately 348 instruction slots used

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


/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HLSL errors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D:\GAMES\Outlast 2\Binaries\Win64\ShaderCache\8978dde0cbcd6ba5-ps_replace.txt(168,18-60): error X3018: invalid subscript '_m01_m11_m21'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
