// 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 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 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);
Buffer<uint> LightIndexListTexture : register(t1);
Texture3D<uint2> ClusteredTexture3D : register(t2);
Texture2D<float4> ShadowMapAtlasTexture : register(t3);
Texture3D<float4> RandomAngles3DTexture : register(t4);
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);


// 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;
  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.xyzw = SpecularGBufferTexture.SampleLevel(SpecularGBufferTextureSampler_s, r0.xy, 0).xyzw;
    r2.w = DominantShadowMaskTexture.SampleLevel(DominantShadowMaskTextureSampler_s, r0.xy, 0).x;
    r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
    r4.x = dot(r1.xyz, r1.xyz);
    r4.x = rsqrt(r4.x);
    r1.xyz = r4.xxx * r1.xyz;
    r4.x = dot(r1.xyz, DominantDirectionalLightDirection.xyz);
    r4.y = cmp(0 < r4.x);
    r0.w = cmp((int)r0.w == 2);
    r4.y = (int)r0.w | (int)r4.y;
    r4.z = cmp(0 < r2.w);
    r4.y = r4.z ? r4.y : 0;
    if (r4.y != 0) {
      r4.yzw = BaseColorGBufferTexture.SampleLevel(BaseColorGBufferTextureSampler_s, r0.xy, 0).xyz;
      r5.xyz = r4.yzw * r4.yzw;
      SceneDepthTexture.GetDimensions(0, fDest.x, fDest.y, fDest.z);
      r6.xy = fDest.xy;
      r5.w = dot(v1.xyz, v1.xyz);
      r5.w = rsqrt(r5.w);
      r0.xy = r6.xy * r0.xy;
      r0.xy = (uint2)r0.xy;
      r6.xy = (uint2)r0.xy >> int2(6,6);
      r0.x = 0.00999999978 * r0.z;
      r0.x = log2(r0.x);
      r0.x = r0.x * 3.11064339 + 1;
      r0.x = max(0, r0.x);
      r6.z = (uint)r0.x;
      r6.w = 0;
      r0.xy = ClusteredTexture3D.Load(r6.xyzw).xy;
      if (8 == 0) r0.y = 0; else if (8+16 < 32) {       r0.y = (uint)r0.y << (32-(8 + 16)); r0.y = (uint)r0.y >> (32-8);      } else r0.y = (uint)r0.y >> 16;
      r0.z = round(r1.w);
      r0.z = exp2(-r0.z);
      r6.xyz = r2.xyz * r0.zzz;
      r6.xy = RandomAngles3DTexture.SampleLevel(PointWrapSampler_s, r6.xyz, 0).xy;
      r6.zw = float2(0,0);
      r7.x = r2.w;
      while (true) {
        r0.z = cmp((uint)r6.w >= (uint)r0.y);
        if (r0.z != 0) break;
        r0.z = (int)r0.x + (int)r6.w;
        r0.z = LightIndexListTexture.Load(r0.z).x;
        r0.z = (int)r0.z * 9;
        r7.yzw = ClusteredDominantShadows[r0.z/9].WorldToShadowMatrix._m01_m11_m21 * r2.yyy;
        r7.yzw = ClusteredDominantShadows[r0.z/9].WorldToShadowMatrix._m00_m10_m20 * r2.xxx + r7.yzw;
        r7.yzw = ClusteredDominantShadows[r0.z/9].WorldToShadowMatrix._m02_m12_m22 * r2.zzz + r7.yzw;
        r7.yzw = ClusteredDominantShadows[r0.z/9].WorldToShadowMatrix._m03_m13_m23 + r7.yzw;
		
        r8.xy = -ClusteredDominantShadows[r0.z/9].ShadowsRectCenterAndSize.xy + r7.yz;
        r8.xy = cmp(ClusteredDominantShadows[r0.z/9].ShadowsRectCenterAndSize.zw < abs(r8.xy));
        r1.w = (int)r8.y | (int)r8.x;
        if (r1.w == 0) {
          r1.w = r7.w * ClusteredDominantShadows[r0.z/9].Fading.y + ClusteredDominantShadows[r0.z/9].Fading.z;
          r1.w = max(ClusteredDominantShadows[r0.z/9].Fading.x, r1.w);
          r7.w = min(0.999000013, r7.w);
          r8.xyzw = r6.yxxy * ClusteredDominantShadows[r0.z/9].ShadowFilterScale.ywxz + ClusteredDominantShadows[r0.z/9].ShadowFilterBias.ywxz;
          r9.xy = r8.zw * float2(0.200000003,0.200000003) + r7.yz;
		  
          r0.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r9.xy, r7.w).x;
          r9.xy = -r8.zw * float2(0.200000003,0.200000003) + r7.yz;
          r9.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r9.xy, r7.w).x;
          r0.z = r9.x + r0.z;
          r9.xy = float2(-0.380423009,-0.380423009) * r8.xy;
          r9.xy = r8.zw * float2(-0.123607002,-0.123607002) + r9.xy;
          r9.zw = r9.xy + r7.yz;
          r9.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r9.zw, r7.w).x;
          r0.z = r9.z + r0.z;
          r9.xy = -r9.xy + r7.yz;
          r9.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r9.xy, r7.w).x;
          r0.z = r9.x + r0.z;
          r9.xy = float2(0.352670997,0.352670997) * r8.xy;
          r9.xy = r8.zw * float2(-0.485410005,-0.485410005) + r9.xy;
          r9.zw = r9.xy + r7.yz;
          r9.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r9.zw, r7.w).x;
          r0.z = r9.z + r0.z;
          r9.xy = -r9.xy + r7.yz;
          r9.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r9.xy, r7.w).x;
          r0.z = r9.x + r0.z;
          r9.xyzw = float4(0.470227987,0.470227987,0.309017003,0.309017003) * r8.xyzw;
          r8.zw = r8.zw * float2(0.647213995,0.647213995) + r9.xy;
          r9.xy = r8.zw + r7.yz;
          r9.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r9.xy, r7.w).x;
          r0.z = r9.x + r0.z;
          r8.zw = -r8.zw + r7.yz;
          r8.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r8.zw, r7.w).x;
          r0.z = r8.z + r0.z;
          r8.xy = r8.xy * float2(-0.951057017,-0.951057017) + r9.zw;
          r8.zw = r8.xy + r7.yz;
          r8.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r8.zw, r7.w).x;
          r0.z = r8.z + r0.z;
          r7.yz = -r8.xy + r7.yz;
          r7.y = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r7.yz, r7.w).x;
          r0.z = r7.y + r0.z;
          r0.z = 0.100000001 * r0.z;
          r0.z = r0.z * r0.z;
          r0.z = max(r0.z, r1.w);
          r7.x = min(r7.x, r0.z);
        }
        r6.zw = (int2)r6.zw + int2(1,1);
      }
      r0.x = min(r7.x, r2.w);
      if (r0.w != 0) {
        r0.y = 0.00100000005 + r3.w;
        r0.y = 31.875 * r0.y;
        r0.y = floor(r0.y);
        r0.z = 0.0322580636 * r0.y;
        r2.xyz = -v1.xyz * r5.www + DominantDirectionalLightDirection.xyz;
        r0.w = dot(r2.xyz, r2.xyz);
        r0.w = rsqrt(r0.w);
        r2.xyz = r2.xyz * r0.www;
        r0.w = saturate(r4.x);
        r1.w = dot(r1.xyz, r2.xyz);
        r1.w = max(9.99999997e-007, r1.w);
        r1.w = min(1, r1.w);
        r2.xyz = r5.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
        r2.xyz = float3(0.318309873,0.318309873,0.318309873) * r2.xyz;
        r2.w = saturate(r4.x * 5 + 0.5);
        r0.y = -r0.y * 0.0322580636 + 1;
        r0.y = r2.w * r0.y + r0.z;
        r0.z = r0.w * 0.5 + 0.5;
        r0.y = r0.y * r0.z;
        r0.z = r3.z * r3.z;
        r0.z = r0.z * r0.z;
        r2.w = 2 / r0.z;
        r2.w = -2 + r2.w;
        r2.w = max(9.99999975e-006, r2.w);
        r1.w = log2(r1.w);
        r1.w = r2.w * r1.w;
        r1.w = exp2(r1.w);
        r0.z = 3.14159274 * r0.z;
        r0.z = r1.w / r0.z;
        r0.z = r0.z * r0.w;
        r0.z = 0.00999999978 * r0.z;
        r0.yzw = r2.xyz * r0.yyy + r0.zzz;
        r0.yzw = DominantDirectionalLightColor.xyz * r0.yzw;
        r2.xyz = r0.yzw * r0.xxx;
      } else {
        r0.yzw = -v1.xyz * r5.www + DominantDirectionalLightDirection.xyz;
        r1.w = dot(r0.yzw, r0.yzw);
        r1.w = rsqrt(r1.w);
        r0.yzw = r1.www * r0.yzw;
        r4.x = saturate(r4.x);
        r1.x = saturate(dot(r1.xyz, r0.yzw));
        r0.y = saturate(dot(DominantDirectionalLightDirection.xyz, r0.yzw));
        r0.z = MetallicOverrideParameter * r3.x;
        r1.yzw = r0.zzz * -r5.xyz + r5.xyz;
        r1.yzw = r1.yzw * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
        r4.yzw = r4.yzw * r4.yzw + float3(-0.0399999991,-0.0399999991,-0.0399999991);
        r4.yzw = r0.zzz * r4.yzw + float3(0.0399999991,0.0399999991,0.0399999991);
        r1.yzw = r1.yzw * r4.xxx;
        r0.z = r3.z * r3.z;
        r0.w = r0.z * r0.z;
        r1.x = r1.x * r1.x;
        r0.z = r0.z * r0.z + -0.999499977;
        r0.z = r1.x * r0.z + 1;
        r0.z = r0.z * r0.z;
        r0.z = 3.14159274 * r0.z;
        r0.z = r0.w / r0.z;
        r0.w = r3.z * 0.234375 + 0.015625;
        r1.x = 1 + -r0.w;
        r3.x = r0.y * r0.y;
        r0.w = r3.x * r1.x + r0.w;
        r0.w = 4 * r0.w;
        r0.w = rcp(r0.w);
        r1.x = r0.y * -5.55472994 + -6.98316002;
        r0.y = r1.x * r0.y;
        r0.y = exp2(r0.y);
        r3.xzw = r4.yzw + r0.yyy;
        r3.xzw = r3.xzw * SpecularOverrideParameter.www + SpecularOverrideParameter.xyz;
        r0.y = r0.z * r0.w;
        r0.yzw = r0.yyy * r3.xzw;
        r0.yzw = r0.yzw * r4.xxx;
        r0.yzw = r1.yzw * float3(0.318309873,0.318309873,0.318309873) + r0.yzw;
        r0.yzw = DominantDirectionalLightColor.xyz * r0.yzw;
        r2.xyz = r0.yzw * r0.xxx;
      }
    } else {
      r2.xyz = float3(0,0,0);
      r6.z = 0;
    }
    r0.x = (uint)r6.z;
    r0.x = 0.25 * r0.x;
    r0.x = min(1, r0.x);
    r0.y = cmp(0 < r0.x);
    r2.w = 0;
    r0.xzw = r0.xxx * float3(1,-1,0) + r2.wyw;
    r1.xz = r2.xz;
    r1.y = 1;
    r0.xzw = r1.xyz + r0.xzw;
    r0.xyz = r0.yyy ? r0.xzw : r2.xyz;
    r0.xyz = bShowLightComplexity ? r0.xyz : r2.xyz;
    r0.xyz = r0.xyz * r3.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 [unused]
//   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 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
// 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
// LightIndexListTexture             texture    uint         buf    1        1
// ClusteredTexture3D                texture   uint2          3d    2        1
// ShadowMapAtlasTexture             texture  float4          2d    3        1
// RandomAngles3DTexture             texture  float4          3d    4        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
// $Globals                          cbuffer      NA          NA    0        1
// PSOffsetConstants                 cbuffer      NA          NA    2        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 cb9[576], dynamicIndexed
dcl_sampler s0, 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_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) 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_input_ps linear v0.xy
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 10
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.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)
  mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
  dp3 r4.x, r1.xyzx, r1.xyzx
  rsq r4.x, r4.x
  mul r1.xyz, r1.xyzx, r4.xxxx
  dp3 r4.x, r1.xyzx, cb0[6].xyzx
  lt r4.y, l(0.000000), r4.x
  ieq r0.w, r0.w, l(2)
  or r4.y, r0.w, r4.y
  lt r4.z, l(0.000000), r2.w
  and r4.y, r4.z, r4.y
  if_nz r4.y
    sample_l_indexable(texture2d)(float,float,float,float) r4.yzw, r0.xyxx, t8.wxyz, s3, l(0.000000)
    mul r5.xyz, r4.yzwy, r4.yzwy
    resinfo_indexable(texture2d)(float,float,float,float) r6.xy, l(0), t11.xyzw
    dp3 r5.w, v1.xyzx, v1.xyzx
    rsq r5.w, r5.w
    mul r0.xy, r0.xyxx, r6.xyxx
    ftou r0.xy, r0.xyxx
    ushr r6.xy, r0.xyxx, l(6, 6, 0, 0)
    mul r0.x, r0.z, l(0.010000)
    log r0.x, r0.x
    mad r0.x, r0.x, l(3.110643), l(1.000000)
    max r0.x, r0.x, l(0.000000)
    ftou r6.z, r0.x
    mov r6.w, l(0)
    ld_indexable(texture3d)(uint,uint,uint,uint) r0.xy, r6.xyzw, t2.xyzw
    ubfe r0.y, l(8), l(16), r0.y
    round_ne r0.z, r1.w
    exp r0.z, -r0.z
    mul r6.xyz, r0.zzzz, r2.xyzx
    sample_l_indexable(texture3d)(float,float,float,float) r6.xy, r6.xyzx, t4.xyzw, s0, l(0.000000)
    mov r6.zw, l(0,0,0,0)
    mov r7.x, r2.w
    loop 
      uge r0.z, r6.w, r0.y
      breakc_nz r0.z
      iadd r0.z, r0.x, r6.w
      ld_indexable(buffer)(uint,uint,uint,uint) r0.z, r0.zzzz, t1.yzxw
      imul null, r0.z, r0.z, l(9)
      mul r7.yzw, r2.yyyy, cb9[r0.z + 1].xxyz
      mad r7.yzw, cb9[r0.z + 0].xxyz, r2.xxxx, r7.yyzw
      mad r7.yzw, cb9[r0.z + 2].xxyz, r2.zzzz, r7.yyzw
      add r7.yzw, r7.yyzw, cb9[r0.z + 3].xxyz
      add r8.xy, r7.yzyy, -cb9[r0.z + 6].xyxx
      lt r8.xy, cb9[r0.z + 6].zwzz, |r8.xyxx|
      or r1.w, r8.y, r8.x
      if_z r1.w
        mad r1.w, r7.w, cb9[r0.z + 8].y, cb9[r0.z + 8].z
        max r1.w, r1.w, cb9[r0.z + 8].x
        min r7.w, r7.w, l(0.999000)
        mad r8.xyzw, r6.yxxy, cb9[r0.z + 4].ywxz, cb9[r0.z + 5].ywxz
        mad r9.xy, r8.zwzz, l(0.200000, 0.200000, 0.000000, 0.000000), r7.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r0.z, r9.xyxx, t3.xxxx, s7, r7.w
        mad r9.xy, -r8.zwzz, l(0.200000, 0.200000, 0.000000, 0.000000), r7.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r9.x, r9.xyxx, t3.xxxx, s7, r7.w
        add r0.z, r0.z, r9.x
        mul r9.xy, r8.xyxx, l(-0.380423, -0.380423, 0.000000, 0.000000)
        mad r9.xy, r8.zwzz, l(-0.123607, -0.123607, 0.000000, 0.000000), r9.xyxx
        add r9.zw, r7.yyyz, r9.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r9.z, r9.zwzz, t3.xxxx, s7, r7.w
        add r0.z, r0.z, r9.z
        add r9.xy, r7.yzyy, -r9.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r9.x, r9.xyxx, t3.xxxx, s7, r7.w
        add r0.z, r0.z, r9.x
        mul r9.xy, r8.xyxx, l(0.352671, 0.352671, 0.000000, 0.000000)
        mad r9.xy, r8.zwzz, l(-0.485410, -0.485410, 0.000000, 0.000000), r9.xyxx
        add r9.zw, r7.yyyz, r9.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r9.z, r9.zwzz, t3.xxxx, s7, r7.w
        add r0.z, r0.z, r9.z
        add r9.xy, r7.yzyy, -r9.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r9.x, r9.xyxx, t3.xxxx, s7, r7.w
        add r0.z, r0.z, r9.x
        mul r9.xyzw, r8.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
        mad r8.zw, r8.zzzw, l(0.000000, 0.000000, 0.647214, 0.647214), r9.xxxy
        add r9.xy, r7.yzyy, r8.zwzz
        sample_c_lz_indexable(texture2d)(float,float,float,float) r9.x, r9.xyxx, t3.xxxx, s7, r7.w
        add r0.z, r0.z, r9.x
        add r8.zw, r7.yyyz, -r8.zzzw
        sample_c_lz_indexable(texture2d)(float,float,float,float) r8.z, r8.zwzz, t3.xxxx, s7, r7.w
        add r0.z, r0.z, r8.z
        mad r8.xy, r8.xyxx, l(-0.951057, -0.951057, 0.000000, 0.000000), r9.zwzz
        add r8.zw, r7.yyyz, r8.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r8.z, r8.zwzz, t3.xxxx, s7, r7.w
        add r0.z, r0.z, r8.z
        add r7.yz, r7.yyzy, -r8.xxyx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r7.y, r7.yzyy, t3.xxxx, s7, r7.w
        add r0.z, r0.z, r7.y
        mul r0.z, r0.z, l(0.100000)
        mul r0.z, r0.z, r0.z
        max r0.z, r1.w, r0.z
        min r7.x, r0.z, r7.x
      endif 
      iadd r6.zw, r6.zzzw, l(0, 0, 1, 1)
    endloop 
    min r0.x, r2.w, r7.x
    if_nz r0.w
      add r0.y, r3.w, l(0.001000)
      mul r0.y, r0.y, l(31.875000)
      round_ni r0.y, r0.y
      mul r0.z, r0.y, l(0.032258)
      mad r2.xyz, -v1.xyzx, r5.wwww, cb0[6].xyzx
      dp3 r0.w, r2.xyzx, r2.xyzx
      rsq r0.w, r0.w
      mul r2.xyz, r0.wwww, r2.xyzx
      mov_sat r0.w, r4.x
      dp3 r1.w, r1.xyzx, r2.xyzx
      max r1.w, r1.w, l(0.000001)
      min r1.w, r1.w, l(1.000000)
      mad r2.xyz, r5.xyzx, cb2[3].wwww, cb2[3].xyzx
      mul r2.xyz, r2.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000)
      mad_sat r2.w, r4.x, l(5.000000), l(0.500000)
      mad r0.y, -r0.y, l(0.032258), l(1.000000)
      mad r0.y, r2.w, r0.y, r0.z
      mad r0.z, r0.w, l(0.500000), l(0.500000)
      mul r0.y, r0.z, r0.y
      mul r0.z, r3.z, r3.z
      mul r0.z, r0.z, r0.z
      div r2.w, l(2.000000), r0.z
      add r2.w, r2.w, l(-2.000000)
      max r2.w, r2.w, l(0.000010)
      log r1.w, r1.w
      mul r1.w, r1.w, r2.w
      exp r1.w, r1.w
      mul r0.z, r0.z, l(3.141593)
      div r0.z, r1.w, r0.z
      mul r0.z, r0.w, r0.z
      mul r0.z, r0.z, l(0.010000)
      mad r0.yzw, r2.xxyz, r0.yyyy, r0.zzzz
      mul r0.yzw, r0.yyzw, cb0[7].xxyz
      mul r2.xyz, r0.xxxx, r0.yzwy
    else 
      mad r0.yzw, -v1.xxyz, r5.wwww, cb0[6].xxyz
      dp3 r1.w, r0.yzwy, r0.yzwy
      rsq r1.w, r1.w
      mul r0.yzw, r0.yyzw, r1.wwww
      mov_sat r4.x, r4.x
      dp3_sat r1.x, r1.xyzx, r0.yzwy
      dp3_sat r0.y, cb0[6].xyzx, r0.yzwy
      mul r0.z, r3.x, cb2[2].y
      mad r1.yzw, r0.zzzz, -r5.xxyz, r5.xxyz
      mad r1.yzw, r1.yyzw, cb2[3].wwww, cb2[3].xxyz
      mad r4.yzw, r4.yyzw, r4.yyzw, l(0.000000, -0.040000, -0.040000, -0.040000)
      mad r4.yzw, r0.zzzz, r4.yyzw, l(0.000000, 0.040000, 0.040000, 0.040000)
      mul r1.yzw, r4.xxxx, r1.yyzw
      mul r0.z, r3.z, r3.z
      mul r0.w, r0.z, r0.z
      mul r1.x, r1.x, r1.x
      mad r0.z, r0.z, r0.z, l(-0.999500)
      mad r0.z, r1.x, r0.z, l(1.000000)
      mul r0.z, r0.z, r0.z
      mul r0.z, r0.z, l(3.141593)
      div r0.z, r0.w, r0.z
      mad r0.w, r3.z, l(0.234375), l(0.015625)
      add r1.x, -r0.w, l(1.000000)
      mul r3.x, r0.y, r0.y
      mad r0.w, r3.x, r1.x, r0.w
      mul r0.w, r0.w, l(4.000000)
      rcp r0.w, r0.w
      mad r1.x, r0.y, l(-5.554730), l(-6.983160)
      mul r0.y, r0.y, r1.x
      exp r0.y, r0.y
      add r3.xzw, r0.yyyy, r4.yyzw
      mad r3.xzw, r3.xxzw, cb2[4].wwww, cb2[4].xxyz
      mul r0.y, r0.w, r0.z
      mul r0.yzw, r3.xxzw, r0.yyyy
      mul r0.yzw, r4.xxxx, r0.yyzw
      mad r0.yzw, r1.yyzw, l(0.000000, 0.318310, 0.318310, 0.318310), r0.yyzw
      mul r0.yzw, r0.yyzw, cb0[7].xxyz
      mul r2.xyz, r0.xxxx, r0.yzwy
    endif 
  else 
    mov r2.xyz, l(0,0,0,0)
    mov r6.z, l(0)
  endif 
  utof r0.x, r6.z
  mul r0.x, r0.x, l(0.250000)
  min r0.x, r0.x, l(1.000000)
  lt r0.y, l(0.000000), r0.x
  mov r2.w, l(0)
  mad r0.xzw, r0.xxxx, l(1.000000, 0.000000, -1.000000, 0.000000), r2.wwyw
  mov r1.xz, r2.xxzx
  mov r1.y, l(1.000000)
  add r0.xzw, r0.xxzw, r1.xxyz
  movc r0.xyz, r0.yyyy, r0.xzwx, r2.xyzx
  movc r0.xyz, cb0[4].zzzz, r0.xyzx, r2.xyzx
  mul r0.xyz, r3.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 207 instruction slots used

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


/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HLSL errors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D:\GAMES\Outlast 2\Binaries\Win64\ShaderCache\99333e81b99a4b27-ps_replace.txt(135,18-60): error X3018: invalid subscript '_m01_m11_m21'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
