// Smoke Halo

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float3 CameraWorldPos : packoffset(c4);
  float OcclusionPercentage : packoffset(c4.w);
  float4 UniformPixelVector_0 : packoffset(c5);
  float4 UniformPixelVector_1 : packoffset(c6);
  float4 UniformPixelScalars_0 : packoffset(c7);
  float4 CameraWorldPosition : packoffset(c8);
  float4 CameraRight : packoffset(c9);
  float4 CameraUp : packoffset(c10);
  float4 ScreenAlignment : packoffset(c11);
  float NormalsType : packoffset(c12);
  float4 NormalsSphereCenter : packoffset(c13);
  float4 NormalsCylinderUnitDirection : packoffset(c14);
  float2 RotationCenter : packoffset(c15);
  float AxisRotationVectorSourceIndex : packoffset(c15.z);
  float4 AxisRotationVectors[2] : packoffset(c16);
  float4 ParticleUpRightResultScalars : packoffset(c18);
  float3 FakeCameraDirection : packoffset(c19);
  float3 LightingChannelsAndModel : packoffset(c20);
  float4 ShadowMapAtlasSize : packoffset(c21);
  float2 InvClusterScreenSize : packoffset(c22);
  float3 ReflectionShadowPlane : packoffset(c23);
  float2 ReflectionInvBufferSize : packoffset(c24);
  bool bShowLightComplexity : packoffset(c24.z);
  bool4 bClusteredForwardRenderingOptions : packoffset(c25);
  float4 WorldIncidentLighting[3] : packoffset(c26);
  float3 UpperSkyColor : packoffset(c29);
  float3 LowerSkyColor : packoffset(c30);
  bool bEnableSHLight : packoffset(c30.w);
  bool bEnableSkyLight : packoffset(c31);
  bool bEnableDominantDirectionalLight : packoffset(c31.y);
  bool2 bEnableReflections : packoffset(c31.z);
  float4 LightPositionAndInvRadius : packoffset(c32);
  float4 LightColorAndFalloffExponent : packoffset(c33);
  float3 DominantDirectionalLightDirection : packoffset(c34);
  float4 DominantDirectionalLightColor : packoffset(c35);
  uint3 LightingChannelsInt : packoffset(c36);
  float4 AmbientColorAndSkyFactor : packoffset(c37);
  float EnvironmentReflectionFactor : packoffset(c38);
}

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

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 PixelTexture2D_0Sampler_s : register(s3);
Texture2D<float4> SceneDepthTexture : register(t9);
Texture2D<float4> PixelTexture2D_0 : register(t10);


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


void main( 
  float4 v0 : TEXCOORD10,
  float4 v1 : TEXCOORD11,
  float4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD1,
  float4 v4 : TEXCOORD4,
  float4 v5 : TEXCOORD5,
  float4 v6 : SV_Position0,
  uint v7 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v1.xyz, v1.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = v1.xyz * r0.xxx;
  r1.x = dot(v0.xyz, v0.xyz);
  r1.x = rsqrt(r1.x);
  r1.xyz = v0.xyz * r1.xxx;
  r1.x = r1.x * r0.y;
  r0.x = r0.x * r1.y + -r1.x;
  r0.y = v1.w * r0.x;
  r1.xyw = ViewProjectionMatrix._m01_m11_m31 * v5.yyy;
  r1.xyw = ViewProjectionMatrix._m00_m10_m30 * v5.xxx + r1.xyw;
  r1.xyw = ViewProjectionMatrix._m02_m12_m32 * v5.zzz + r1.xyw;
  r1.xyw = ViewProjectionMatrix._m03_m13_m33 * v5.www + r1.xyw;
  
  //Fix Halo
  float4 stereo = StereoParams.Load(0);
  r1.x += stereo.x * (r1.w - stereo.y);  
  
  r0.w = r1.z;
  r0.x = dot(r0.yzw, r0.yzw);
  r0.x = rsqrt(r0.x);
  r0.xyz = r0.yzw * r0.xxx;
  r2.xyz = float3(1,1,1) + -UniformPixelVector_0.xyz;
  r3.xyz = UniformPixelVector_1.www * UniformPixelVector_1.xyz;
  r3.xyz = v3.xyz * r3.xyz;
  r2.xyz = r3.xyz * r2.xyz;
  if (bEnableSkyLight != 0) {
    r3.xyz = float3(0.318309873,0.318309873,0.318309873) * r2.xyz;
    r4.xyz = LowerSkyColor.xyz * r3.xyz;
    r3.xyz = r3.xyz * UpperSkyColor.xyz + r4.xyz;
    r3.xyz = AmbientColorAndSkyFactor.www * r3.xyz;
  } else {
    r3.xyz = float3(0,0,0);
  }
  r4.xyz = float3(0.318309873,0.318309873,0.318309873) * r2.xyz;
  r0.yzw = float3(-1.02332771,1.02332771,-1.02332771) * r0.xyz;
  r0.x = 0.886227548;
  r5.x = dot(WorldIncidentLighting[0].xyzw, r0.xyzw);
  r5.y = dot(WorldIncidentLighting[1].xyzw, r0.xyzw);
  r5.z = dot(WorldIncidentLighting[2].xyzw, r0.xyzw);
  r0.xyz = max(float3(0,0,0), r5.xyz);
  r5.x = 0.886226952 * WorldIncidentLighting[0].x;
  r5.y = 0.886226952 * WorldIncidentLighting[1].x;
  r5.z = 0.886226952 * WorldIncidentLighting[2].x;
  r5.xyz = max(float3(0,0,0), r5.xyz);
  r5.xyz = r5.xyz * r4.xyz;
  r0.xyz = r4.xyz * r0.xyz + r5.xyz;
  r0.xyz = r3.xyz + r0.xyz;
  r0.xyz = bEnableSHLight ? r0.xyz : r3.xyz;
  r0.xyz = r4.xyz * LightColorAndFalloffExponent.xyz + r0.xyz;
  r0.w = bEnableSkyLight ? DominantDirectionalLightColor.w : 0;
  r0.xyz = r2.xyz * AmbientColorAndSkyFactor.xyz + r0.xyz;
  r2.xyz = r4.xyz * r0.www;
  r0.xyz = r2.xyz * DominantDirectionalLightColor.xyz + r0.xyz;
  r2.xyz = SceneColorExponentBias.xxx * UniformPixelVector_0.xyz;
  r0.xyz = r0.xyz * SceneColorExponentBias.xxx + r2.xyz;
  r0.w = saturate(v3.w);
  r0.w = 1 + -r0.w;
  r1.z = PixelTexture2D_0.SampleBias(PixelTexture2D_0Sampler_s, v2.xy, 0).x;
  r2.x = 5 * r1.z;
  r0.w = saturate(r0.w * -5 + r2.x);
  r2.x = 1 + -r1.z;
  r1.z = UniformPixelScalars_0.x * r2.x + r1.z;
  r0.w = r1.z * r0.w;
  r1.xy = r1.xy / r1.ww;
  r1.xy = r1.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r1.x = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r1.xy, 0).x;
  r1.x = max(0.00100000994, r1.x);
  r1.x = r1.x * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r1.x = 1 / r1.x;
  r1.x = r1.x + -r1.w;
  r1.x = saturate(0.0399999991 * r1.x);
  o0.w = r1.x * r0.w;
  o0.xyz = r0.xyz * v4.www + v4.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Tue Jun 06 22:34:38 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12 [unused]
//   float OcclusionPercentage;         // Offset:   76 Size:     4 [unused]
//   float4 UniformPixelVector_0;       // Offset:   80 Size:    16
//   float4 UniformPixelVector_1;       // Offset:   96 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  112 Size:    16
//   float4 CameraWorldPosition;        // Offset:  128 Size:    16 [unused]
//   float4 CameraRight;                // Offset:  144 Size:    16 [unused]
//   float4 CameraUp;                   // Offset:  160 Size:    16 [unused]
//   float4 ScreenAlignment;            // Offset:  176 Size:    16 [unused]
//   float NormalsType;                 // Offset:  192 Size:     4 [unused]
//   float4 NormalsSphereCenter;        // Offset:  208 Size:    16 [unused]
//   float4 NormalsCylinderUnitDirection;// Offset:  224 Size:    16 [unused]
//   float2 RotationCenter;             // Offset:  240 Size:     8 [unused]
//   float AxisRotationVectorSourceIndex;// Offset:  248 Size:     4 [unused]
//   float4 AxisRotationVectors[2];     // Offset:  256 Size:    32 [unused]
//   float4 ParticleUpRightResultScalars;// Offset:  288 Size:    16 [unused]
//   float3 FakeCameraDirection;        // Offset:  304 Size:    12 [unused]
//   float3 LightingChannelsAndModel;   // Offset:  320 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:  336 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:  352 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:  368 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:  384 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:  392 Size:     4 [unused]
//   bool4 bClusteredForwardRenderingOptions;// Offset:  400 Size:    16 [unused]
//   float4 WorldIncidentLighting[3];   // Offset:  416 Size:    48
//   float3 UpperSkyColor;              // Offset:  464 Size:    12
//   float3 LowerSkyColor;              // Offset:  480 Size:    12
//   bool bEnableSHLight;               // Offset:  492 Size:     4
//   bool bEnableSkyLight;              // Offset:  496 Size:     4
//   bool bEnableDominantDirectionalLight;// Offset:  500 Size:     4
//   bool2 bEnableReflections;          // Offset:  504 Size:     8 [unused]
//   float4 LightPositionAndInvRadius;  // Offset:  512 Size:    16 [unused]
//   float4 LightColorAndFalloffExponent;// Offset:  528 Size:    16
//   float3 DominantDirectionalLightDirection;// Offset:  544 Size:    12 [unused]
//   float4 DominantDirectionalLightColor;// Offset:  560 Size:    16
//   uint3 LightingChannelsInt;         // Offset:  576 Size:    12 [unused]
//   float4 AmbientColorAndSkyFactor;   // Offset:  592 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  608 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
//   float NvStereoEnabled;             // Offset:   32 Size:     4 [unused]
//   float MetallicOverrideParameter;   // Offset:   36 Size:     4 [unused]
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16 [unused]
//   float4 SpecularOverrideParameter;  // Offset:   64 Size:    16 [unused]
//   float4 CameraPositionPS;           // Offset:   80 Size:    16 [unused]
//   float4 ScreenAndTexelSize;         // Offset:   96 Size:    16 [unused]
//   float4 ViewClampRect;              // Offset:  112 Size:    16 [unused]
//   float2 ProjectionInvScale;         // Offset:  128 Size:     8 [unused]
//   float4x4 ViewProjectionMatrixPS;   // Offset:  144 Size:    64 [unused]
//   float2 SceneColorExponentBias;     // Offset:  208 Size:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneDepthTextureSampler          sampler      NA          NA    2        1
// PixelTexture2D_0Sampler           sampler      NA          NA    3        1
// SceneDepthTexture                 texture  float4          2d    9        1
// PixelTexture2D_0                  texture  float4          2d   10        1
// $Globals                          cbuffer      NA          NA    0        1
// VSOffsetConstants                 cbuffer      NA          NA    1        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy  
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// SV_Position              0   xyzw        6      POS   float       
// SV_IsFrontFace           0   x           7    FFACE    uint       
//
//
// 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[38], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_input_ps linear v0.xyz
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 6
dp3 r0.x, v1.xyzx, v1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v1.xyzx
dp3 r1.x, v0.xyzx, v0.xyzx
rsq r1.x, r1.x
mul r1.xyz, r1.xxxx, v0.xyzx
mul r1.x, r0.y, r1.x
mad r0.x, r0.x, r1.y, -r1.x
mul r0.y, r0.x, v1.w
mul r1.xyw, v5.yyyy, cb1[1].xyxw
mad r1.xyw, cb1[0].xyxw, v5.xxxx, r1.xyxw
mad r1.xyw, cb1[2].xyxw, v5.zzzz, r1.xyxw
mad r1.xyw, cb1[3].xyxw, v5.wwww, r1.xyxw
mov r0.w, r1.z
dp3 r0.x, r0.yzwy, r0.yzwy
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, r0.yzwy
add r2.xyz, -cb0[5].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r3.xyz, cb0[6].xyzx, cb0[6].wwww
mul r3.xyz, r3.xyzx, v3.xyzx
mul r2.xyz, r2.xyzx, r3.xyzx
if_nz cb0[31].x
  mul r3.xyz, r2.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
  mul r4.xyz, r3.xyzx, cb0[30].xyzx
  mad r3.xyz, r3.xyzx, cb0[29].xyzx, r4.xyzx
  mul r3.xyz, r3.xyzx, cb0[37].wwww
else 
  mov r3.xyz, l(0,0,0,0)
endif 
mul r4.xyz, r2.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
mul r0.yzw, r0.xxyz, l(0.000000, -1.02332771, 1.02332771, -1.02332771)
mov r0.x, l(0.886227548)
dp4 r5.x, cb0[26].xyzw, r0.xyzw
dp4 r5.y, cb0[27].xyzw, r0.xyzw
dp4 r5.z, cb0[28].xyzw, r0.xyzw
max r0.xyz, r5.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r5.x, cb0[26].x, l(0.886226952)
mul r5.y, cb0[27].x, l(0.886226952)
mul r5.z, cb0[28].x, l(0.886226952)
max r5.xyz, r5.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r5.xyz, r4.xyzx, r5.xyzx
mad r0.xyz, r4.xyzx, r0.xyzx, r5.xyzx
add r0.xyz, r0.xyzx, r3.xyzx
movc r0.xyz, cb0[30].wwww, r0.xyzx, r3.xyzx
mad r0.xyz, r4.xyzx, cb0[33].xyzx, r0.xyzx
movc r0.w, cb0[31].y, cb0[35].w, l(0)
mad r0.xyz, r2.xyzx, cb0[37].xyzx, r0.xyzx
mul r2.xyz, r0.wwww, r4.xyzx
mad r0.xyz, r2.xyzx, cb0[35].xyzx, r0.xyzx
mul r2.xyz, cb0[5].xyzx, cb2[13].xxxx
mad r0.xyz, r0.xyzx, cb2[13].xxxx, r2.xyzx
mov_sat r0.w, v3.w
add r0.w, -r0.w, l(1.000000)
sample_b_indexable(texture2d)(float,float,float,float) r1.z, v2.xyxx, t10.yzxw, s3, l(0.000000)
mul r2.x, r1.z, l(5.000000)
mad_sat r0.w, r0.w, l(-5.000000), r2.x
add r2.x, -r1.z, l(1.000000)
mad r1.z, cb0[7].x, r2.x, r1.z
mul r0.w, r0.w, r1.z
div r1.xy, r1.xyxx, r1.wwww
mad r1.xy, r1.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t9.xyzw, s2, l(0.000000)
max r1.x, r1.x, l(0.00100000994)
mad r1.x, r1.x, cb2[1].z, -cb2[1].w
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
add r1.x, -r1.w, r1.x
mul_sat r1.x, r1.x, l(0.040000)
mul o0.w, r0.w, r1.x
mad o0.xyz, r0.xyzx, v4.wwww, v4.xyzx
ret 
// Approximately 70 instruction slots used

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