// Fire Halo

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float TwoSidedSign : packoffset(c4);
  float3 CameraWorldPos : packoffset(c4.y);
  float OcclusionPercentage : packoffset(c5);
  float4 UniformPixelVector_0 : packoffset(c6);
  float4 UniformPixelVector_1 : packoffset(c7);
  float4 UniformPixelVector_2 : packoffset(c8);
  float4 UniformPixelVector_3 : packoffset(c9);
  float4 UniformPixelVector_4 : packoffset(c10);
  float4 UniformPixelScalars_0 : packoffset(c11);
  float4 UniformPixelScalars_1 : packoffset(c12);
  float4 UniformPixelScalars_2 : packoffset(c13);
  float4 UniformPixelScalars_3 : packoffset(c14);
  float4 CameraWorldPosition : packoffset(c15);
  float4 CameraRight : packoffset(c16);
  float4 CameraUp : packoffset(c17);
  float4 ScreenAlignment : packoffset(c18);
  float NormalsType : packoffset(c19);
  float4 NormalsSphereCenter : packoffset(c20);
  float4 NormalsCylinderUnitDirection : packoffset(c21);
  float2 RotationCenter : packoffset(c22);
  float AxisRotationVectorSourceIndex : packoffset(c22.z);
  float4 AxisRotationVectors[2] : packoffset(c23);
  float4 ParticleUpRightResultScalars : packoffset(c25);
  float3 FakeCameraDirection : packoffset(c26);
  float3 LightingChannelsAndModel : packoffset(c27);
  float3 UpperSkyColor : packoffset(c28);
  float3 LowerSkyColor : packoffset(c29);
  bool bEnableSkyLight : packoffset(c29.w);
  float4 AmbientColorAndSkyFactor : packoffset(c30);
  float EnvironmentReflectionFactor : packoffset(c31);
}

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);
SamplerState PixelTexture2D_1Sampler_s : register(s4);
Texture2D<float4> SceneDepthTexture : register(t1);
Texture2D<float4> PixelTexture2D_0 : register(t2);
Texture2D<float4> PixelTexture2D_1 : register(t3);


// 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,
  uint v6 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = PixelTexture2D_0.SampleBias(PixelTexture2D_0Sampler_s, v2.xy, 0).xyz;
  r0.w = dot(r0.xyz, float3(0.300000012,0.589999974,0.109999999));
  r1.xyz = r0.www + -r0.xyz;
  r0.yzw = UniformPixelScalars_0.xxx * r1.xyz + r0.xyz;
  r0.x = v3.w * r0.x;
  r0.x = max(9.99999997e-007, abs(r0.x));
  r0.x = log2(r0.x);
  r0.x = UniformPixelScalars_3.z * r0.x;
  r0.x = exp2(r0.x);
  r0.x = UniformPixelScalars_3.w * r0.x;
  r1.xyz = UniformPixelVector_1.www * UniformPixelVector_1.xyz;
  r0.yzw = r1.xyz * r0.yzw;
  r0.yzw = max(float3(9.99999997e-007,9.99999997e-007,9.99999997e-007), abs(r0.yzw));
  r0.yzw = log2(r0.yzw);
  r0.yzw = UniformPixelScalars_0.yyy * r0.yzw;
  r0.yzw = exp2(r0.yzw);
  r0.yzw = UniformPixelScalars_0.zzz * r0.yzw + UniformPixelVector_0.xyz;
  r0.yzw = SceneColorExponentBias.xxx * r0.yzw;
  o0.xyz = r0.yzw * v4.www + v4.xyz;
  r0.yzw = ViewProjectionMatrix._m01_m11_m31 * v5.yyy;
  r0.yzw = ViewProjectionMatrix._m00_m10_m30 * v5.xxx + r0.yzw;
  r0.yzw = ViewProjectionMatrix._m02_m12_m32 * v5.zzz + r0.yzw;
  r0.yzw = ViewProjectionMatrix._m03_m13_m33 * v5.www + r0.yzw;
  
  //Fix Halo
  float4 stereo = StereoParams.Load(0);
  r0.y += stereo.x * (r0.w - stereo.y);  
  
  r0.yz = r0.yz / r0.ww;
  r0.yz = r0.yz * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r0.y = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.yz, 0).x;
  r0.y = max(0.00100000994, r0.y);
  r0.y = r0.y * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.y = 1 / r0.y;
  r0.y = r0.y + -r0.w;
  r0.zw = UniformPixelVector_2.xy * v2.xy + UniformPixelVector_3.xy;
  r0.z = PixelTexture2D_1.SampleBias(PixelTexture2D_1Sampler_s, r0.zw, 0).y;
  r1.xy = UniformPixelVector_2.xy * v2.xy + UniformPixelVector_4.xy;
  r0.w = PixelTexture2D_1.SampleBias(PixelTexture2D_1Sampler_s, r1.xy, 0).x;
  r0.z = r0.z + r0.w;
  r0.z = UniformPixelScalars_3.y * r0.z;
  r0.y = saturate(r0.y * UniformPixelScalars_0.w + r0.z);
  o0.w = saturate(r0.y * r0.x);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Sat Jun 10 08:21:18 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float TwoSidedSign;                // Offset:   64 Size:     4 [unused]
//   float3 CameraWorldPos;             // Offset:   68 Size:    12 [unused]
//   float OcclusionPercentage;         // Offset:   80 Size:     4 [unused]
//   float4 UniformPixelVector_0;       // Offset:   96 Size:    16
//   float4 UniformPixelVector_1;       // Offset:  112 Size:    16
//   float4 UniformPixelVector_2;       // Offset:  128 Size:    16
//   float4 UniformPixelVector_3;       // Offset:  144 Size:    16
//   float4 UniformPixelVector_4;       // Offset:  160 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  176 Size:    16
//   float4 UniformPixelScalars_1;      // Offset:  192 Size:    16 [unused]
//   float4 UniformPixelScalars_2;      // Offset:  208 Size:    16 [unused]
//   float4 UniformPixelScalars_3;      // Offset:  224 Size:    16
//   float4 CameraWorldPosition;        // Offset:  240 Size:    16 [unused]
//   float4 CameraRight;                // Offset:  256 Size:    16 [unused]
//   float4 CameraUp;                   // Offset:  272 Size:    16 [unused]
//   float4 ScreenAlignment;            // Offset:  288 Size:    16 [unused]
//   float NormalsType;                 // Offset:  304 Size:     4 [unused]
//   float4 NormalsSphereCenter;        // Offset:  320 Size:    16 [unused]
//   float4 NormalsCylinderUnitDirection;// Offset:  336 Size:    16 [unused]
//   float2 RotationCenter;             // Offset:  352 Size:     8 [unused]
//   float AxisRotationVectorSourceIndex;// Offset:  360 Size:     4 [unused]
//   float4 AxisRotationVectors[2];     // Offset:  368 Size:    32 [unused]
//   float4 ParticleUpRightResultScalars;// Offset:  400 Size:    16 [unused]
//   float3 FakeCameraDirection;        // Offset:  416 Size:    12 [unused]
//   float3 LightingChannelsAndModel;   // Offset:  432 Size:    12 [unused]
//   float3 UpperSkyColor;              // Offset:  448 Size:    12 [unused]
//   float3 LowerSkyColor;              // Offset:  464 Size:    12 [unused]
//   bool bEnableSkyLight;              // Offset:  476 Size:     4 [unused]
//   float4 AmbientColorAndSkyFactor;   // Offset:  480 Size:    16 [unused]
//   float EnvironmentReflectionFactor; // Offset:  496 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
// PixelTexture2D_1Sampler           sampler      NA          NA    4        1
// SceneDepthTexture                 texture  float4          2d    1        1
// PixelTexture2D_0                  texture  float4          2d    2        1
// PixelTexture2D_1                  texture  float4          2d    3        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       
// TEXCOORD                11   xyzw        1     NONE   float       
// TEXCOORD                 0   xyzw        2     NONE   float   xy  
// TEXCOORD                 1   xyzw        3     NONE   float      w
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// SV_IsFrontFace           0   x           6    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[15], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.w
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 2
sample_b_indexable(texture2d)(float,float,float,float) r0.xyz, v2.xyxx, t2.xyzw, s3, l(0.000000)
dp3 r0.w, r0.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
add r1.xyz, -r0.xyzx, r0.wwww
mad r0.yzw, cb0[11].xxxx, r1.xxyz, r0.xxyz
mul r0.x, r0.x, v3.w
max r0.x, |r0.x|, l(0.000001)
log r0.x, r0.x
mul r0.x, r0.x, cb0[14].z
exp r0.x, r0.x
mul r0.x, r0.x, cb0[14].w
mul r1.xyz, cb0[7].xyzx, cb0[7].wwww
mul r0.yzw, r0.yyzw, r1.xxyz
max r0.yzw, |r0.yyzw|, l(0.000000, 0.000001, 0.000001, 0.000001)
log r0.yzw, r0.yyzw
mul r0.yzw, r0.yyzw, cb0[11].yyyy
exp r0.yzw, r0.yyzw
mad r0.yzw, cb0[11].zzzz, r0.yyzw, cb0[6].xxyz
mul r0.yzw, r0.yyzw, cb2[13].xxxx
mad o0.xyz, r0.yzwy, v4.wwww, v4.xyzx
mul r0.yzw, v5.yyyy, cb1[1].xxyw
mad r0.yzw, cb1[0].xxyw, v5.xxxx, r0.yyzw
mad r0.yzw, cb1[2].xxyw, v5.zzzz, r0.yyzw
mad r0.yzw, cb1[3].xxyw, v5.wwww, r0.yyzw
div r0.yz, r0.yyzy, r0.wwww
mad r0.yz, r0.yyzy, cb2[0].xxyx, cb2[0].wwzw
sample_l_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t1.yxzw, s2, l(0.000000)
max r0.y, r0.y, l(0.00100000994)
mad r0.y, r0.y, cb2[1].z, -cb2[1].w
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.y, -r0.w, r0.y
mad r0.zw, cb0[8].xxxy, v2.xxxy, cb0[9].xxxy
sample_b_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t3.xzyw, s4, l(0.000000)
mad r1.xy, cb0[8].xyxx, v2.xyxx, cb0[10].xyxx
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t3.yzwx, s4, l(0.000000)
add r0.z, r0.w, r0.z
mul r0.z, r0.z, cb0[14].y
mad_sat r0.y, r0.y, cb0[11].w, r0.z
mul_sat o0.w, r0.x, r0.y
ret 
// Approximately 39 instruction slots used

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