// 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 ClusteredLightsConstants : register(b6)
{

  struct
  {
    float4 PositionInvRadius;
    float4 ColorFalloffExponent;
    float3 Direction;
    uint LightingChannels;
    float2 SpotAngles;
    bool bCastShadows;
    float HairScatteringScale;
    float4 SimpleLightFunctionScaleBiasFade;
    float4x4 WorldToShadowMatrix;
    float3x3 WorldToLightMatrix;
    float4 ShadowClipScaleBias;
    float4 ShadowFilterScale;
    float4 ShadowFilterBias;
    float2 ShadowGradientParams;
    float DiffuseIntensity;
    float DiffuseBackfaceHack;
    bool bUseFakeWaterReflection;
    bool bCastNightVisionShadow;
    float4 FaceUVScaleBias[6];
  } ClusteredLights[64] : packoffset(c0);

}

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);
Texture2D<float4> SimpleLightFunctionsAtlasTexture : register(t5);
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);
Texture2D<float4> NightVisionShadowsTexture : register(t13);


// 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,r12,r13,r14,r15,r16,r17,r18,r19,r20;
  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 = BaseColorGBufferTexture.SampleLevel(BaseColorGBufferTextureSampler_s, r0.xy, 0).xyzw;
    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 + r3.w;
    r3.w = 255 * r3.w;
    r3.w = (uint)r3.w;
    r4.w = 0.00100000005 + r4.w;
    r4.w = 31.875 * r4.w;
    r5.w = frac(r4.w);
    r5.w = 8 * r5.w;
    r5.w = (uint)r5.w;
    r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
    r6.x = dot(r1.xyz, r1.xyz);
    r6.x = rsqrt(r6.x);
    r1.xyz = r6.xxx * r1.xyz;
    r4.w = floor(r4.w);
    r6.x = 0.0322580636 * r4.w;
    r0.w = cmp((int)r0.w == 2);
    SceneDepthTexture.GetDimensions(0, fDest.x, fDest.y, fDest.z);
    r6.yz = fDest.xy;
    r6.w = dot(v1.xyz, v1.xyz);
    r6.w = rsqrt(r6.w);
    r7.xyz = v1.xyz * r6.www;
    r6.yz = r6.yz * r0.xy;
    r8.xy = (uint2)r6.yz;
    r9.xy = (uint2)r8.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);
    r9.z = (uint)r0.z;
    r9.w = 0;
    r6.yz = ClusteredTexture3D.Load(r9.xyzw).xy;
    r0.z = (int)r6.z & 255;
    if (8 == 0) r9.x = 0; else if (8+8 < 32) {     r9.x = (uint)r6.z << (32-(8 + 8)); r9.x = (uint)r9.x >> (32-8);    } else r9.x = (uint)r6.z >> 8;
    if (8 == 0) r9.y = 0; else if (8+16 < 32) {     r9.y = (uint)r6.z << (32-(8 + 16)); r9.y = (uint)r9.y >> (32-8);    } else r9.y = (uint)r6.z >> 16;
    r1.w = round(r1.w);
    r1.w = exp2(-r1.w);
    r10.xyz = r2.xyz * r1.www;
    r9.zw = RandomAngles3DTexture.SampleLevel(PointWrapSampler_s, r10.xyz, 0).xy;
    r1.w = dot(r1.xyz, DominantDirectionalLightDirection.xyz);
    r6.z = cmp(0 < r1.w);
    r6.z = (int)r0.w | (int)r6.z;
    r7.w = cmp(0 < r2.w);
    r6.z = r6.z ? r7.w : 0;
    if (r6.z != 0) {
      r10.xy = float2(0,0);
      r11.x = r2.w;
      while (true) {
        r6.z = cmp((uint)r10.y >= (uint)r9.y);
        if (r6.z != 0) break;
        r6.z = (int)r6.y + (int)r10.y;
        r6.z = LightIndexListTexture.Load(r6.z).x;
        r6.z = (int)r6.z * 9;
        r11.yzw = ClusteredDominantShadows[r6.z/9].WorldToShadowMatrix._m01_m11_m21 * r2.yyy;
        r11.yzw = ClusteredDominantShadows[r6.z/9].WorldToShadowMatrix._m00_m10_m20 * r2.xxx + r11.yzw;
        r11.yzw = ClusteredDominantShadows[r6.z/9].WorldToShadowMatrix._m02_m12_m22 * r2.zzz + r11.yzw;
        r11.yzw = ClusteredDominantShadows[r6.z/9].WorldToShadowMatrix._m03_m13_m23 + r11.yzw;
		
        r10.zw = -ClusteredDominantShadows[r6.z/9].ShadowsRectCenterAndSize.xy + r11.yz;
        r10.zw = cmp(ClusteredDominantShadows[r6.z/9].ShadowsRectCenterAndSize.zw < abs(r10.zw));
        r7.w = (int)r10.w | (int)r10.z;
        if (r7.w == 0) {
          r7.w = r11.w * ClusteredDominantShadows[r6.z/9].Fading.y + ClusteredDominantShadows[r6.z/9].Fading.z;
          r7.w = max(ClusteredDominantShadows[r6.z/9].Fading.x, r7.w);
          r10.z = min(0.999000013, r11.w);
          r12.xyzw = r9.wzzw * ClusteredDominantShadows[r6.z/9].ShadowFilterScale.ywxz + ClusteredDominantShadows[r6.z/9].ShadowFilterBias.ywxz;
          r13.xy = r12.zw * float2(0.200000003,0.200000003) + r11.yz;
		  
          r6.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.xy, r10.z).x;
          r13.xy = -r12.zw * float2(0.200000003,0.200000003) + r11.yz;
          r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.xy, r10.z).x;
          r6.z = r10.w + r6.z;
          r13.xy = float2(-0.380423009,-0.380423009) * r12.xy;
          r13.xy = r12.zw * float2(-0.123607002,-0.123607002) + r13.xy;
          r13.zw = r13.xy + r11.yz;
          r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.zw, r10.z).x;
          r6.z = r10.w + r6.z;
          r13.xy = -r13.xy + r11.yz;
          r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.xy, r10.z).x;
          r6.z = r10.w + r6.z;
          r13.xy = float2(0.352670997,0.352670997) * r12.xy;
          r13.xy = r12.zw * float2(-0.485410005,-0.485410005) + r13.xy;
          r13.zw = r13.xy + r11.yz;
          r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.zw, r10.z).x;
          r6.z = r10.w + r6.z;
          r13.xy = -r13.xy + r11.yz;
          r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.xy, r10.z).x;
          r6.z = r10.w + r6.z;
          r13.xyzw = float4(0.470227987,0.470227987,0.309017003,0.309017003) * r12.xyzw;
          r12.zw = r12.zw * float2(0.647213995,0.647213995) + r13.xy;
          r13.xy = r12.zw + r11.yz;
          r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r13.xy, r10.z).x;
          r6.z = r10.w + r6.z;
          r12.zw = -r12.zw + r11.yz;
          r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r12.zw, r10.z).x;
          r6.z = r10.w + r6.z;
          r12.xy = r12.xy * float2(-0.951057017,-0.951057017) + r13.zw;
          r12.zw = r12.xy + r11.yz;
          r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r12.zw, r10.z).x;
          r6.z = r10.w + r6.z;
          r11.yz = -r12.xy + r11.yz;
          r10.z = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.yz, r10.z).x;
          r6.z = r10.z + r6.z;
          r6.z = 0.100000001 * r6.z;
          r6.z = r6.z * r6.z;
          r6.z = max(r6.z, r7.w);
          r11.x = min(r11.x, r6.z);
        }
        r10.xy = (int2)r10.xy + int2(1,1);
      }
      r2.w = min(r11.x, r2.w);
      if (r0.w != 0) {
        r10.yzw = -v1.xyz * r6.www + DominantDirectionalLightDirection.xyz;
        r6.z = dot(r10.yzw, r10.yzw);
        r6.z = rsqrt(r6.z);
        r10.yzw = r10.yzw * r6.zzz;
        r6.z = saturate(r1.w);
        r7.w = dot(r1.xyz, r10.yzw);
        r7.w = max(9.99999997e-007, r7.w);
        r7.w = min(1, r7.w);
        r10.yzw = r5.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
        r10.yzw = float3(0.318309873,0.318309873,0.318309873) * r10.yzw;
        r11.x = saturate(r1.w * 5 + 0.5);
        r11.y = -r4.w * 0.0322580636 + 1;
        r11.x = r11.x * r11.y + r6.x;
        r11.y = r6.z * 0.5 + 0.5;
        r11.x = r11.x * r11.y;
        r11.y = r4.z * r4.z;
        r11.y = r11.y * r11.y;
        r11.z = 2 / r11.y;
        r11.z = -2 + r11.z;
        r11.z = max(9.99999975e-006, r11.z);
        r7.w = log2(r7.w);
        r7.w = r11.z * r7.w;
        r7.w = exp2(r7.w);
        r11.y = 3.14159274 * r11.y;
        r7.w = r7.w / r11.y;
        r6.z = r7.w * r6.z;
        r6.z = 0.00999999978 * r6.z;
        r10.yzw = r10.yzw * r11.xxx + r6.zzz;
        r10.yzw = DominantDirectionalLightColor.xyz * r10.yzw;
        r10.yzw = r10.yzw * r2.www;
      } else {
        r11.xyz = -v1.xyz * r6.www + DominantDirectionalLightDirection.xyz;
        r6.z = dot(r11.xyz, r11.xyz);
        r6.z = rsqrt(r6.z);
        r11.xyz = r11.xyz * r6.zzz;
        r1.w = saturate(r1.w);
        r6.z = saturate(dot(r1.xyz, r11.xyz));
        r6.w = saturate(dot(DominantDirectionalLightDirection.xyz, r11.xyz));
        r7.w = MetallicOverrideParameter * r4.x;
        r11.xyz = r7.www * -r5.xyz + r5.xyz;
        r11.xyz = r11.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
        r12.xyz = r3.xyz * r3.xyz + float3(-0.0399999991,-0.0399999991,-0.0399999991);
        r12.xyz = r7.www * r12.xyz + float3(0.0399999991,0.0399999991,0.0399999991);
        r11.xyz = r11.xyz * r1.www;
        r7.w = r4.z * r4.z;
        r11.w = r7.w * r7.w;
        r6.z = r6.z * r6.z;
        r7.w = r7.w * r7.w + -0.999499977;
        r6.z = r6.z * r7.w + 1;
        r6.z = r6.z * r6.z;
        r6.z = 3.14159274 * r6.z;
        r6.z = r11.w / r6.z;
        r7.w = r4.z * 0.234375 + 0.015625;
        r11.w = 1 + -r7.w;
        r12.w = r6.w * r6.w;
        r7.w = r12.w * r11.w + r7.w;
        r7.w = 4 * r7.w;
        r7.w = rcp(r7.w);
        r11.w = r6.w * -5.55472994 + -6.98316002;
        r6.w = r11.w * r6.w;
        r6.w = exp2(r6.w);
        r12.xyz = r12.xyz + r6.www;
        r12.xyz = r12.xyz * SpecularOverrideParameter.www + SpecularOverrideParameter.xyz;
        r6.z = r7.w * r6.z;
        r12.xyz = r6.zzz * r12.xyz;
        r12.xyz = r12.xyz * r1.www;
        r11.xyz = r11.xyz * float3(0.318309873,0.318309873,0.318309873) + r12.xyz;
        r11.xyz = DominantDirectionalLightColor.xyz * r11.xyz;
        r10.yzw = r11.xyz * r2.www;
      }
    } else {
      r10.xyzw = float4(0,0,0,0);
    }
    r1.w = (int)r6.y + (int)r9.y;
    r11.x = dot(r1.xyz, -r7.xyz);
    r2.w = cmp(r11.x < 0);
    r6.y = r11.x + r11.x;
    r6.yzw = r1.xyz * -r6.yyy + -r7.xyz;
    r6.yzw = r2.www ? r1.xyz : -r6.yzw;
    r2.w = (int)r5.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);
      r2.w = saturate(r1.z);
      r2.w = r2.w * r2.w;
      r7.w = r0.x + r4.z;
      r0.x = -r0.x * r4.z + r7.w;
      r0.y = r2.w * 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 : r6.x;
    }
    r11.x = saturate(r11.x);
    r11.y = r4.z;
    r11.xy = EnvironmentBRDFTexture.SampleLevel(TrilinearClampSampler_s, r11.xy, 0).xy;
    r0.y = log2(r4.z);
    r0.y = r0.y * 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);
    r11.xyz = r3.xyz * r11.xxx + r11.yyy;
    r12.xyz = float3(0,0,0);
    r4.x = r1.w;
    r7.w = 0;
    r9.y = 0;
    while (true) {
      r11.w = cmp((uint)r9.y >= (uint)r9.x);
      if (r11.w != 0) break;
      r11.w = (int)r4.x + 1;
      r12.w = LightIndexListTexture.Load(r4.x).x;
      r12.w = (int)r12.w * 6;
      r13.x = (int)r5.w & (int)ClusteredCubeMaps[r12.w/6].ReflectionChannels;
      if (r13.x != 0) {
        r13.xyz = -ClusteredCubeMaps[r12.w/6].Position.xyz + r2.xyz;
        r14.x = dot(ClusteredCubeMaps[r12.w/6].RotationXY.xy, r13.xy);
        r14.y = dot(ClusteredCubeMaps[r12.w/6].RotationXY.zw, r13.xy);
        r14.z = ClusteredCubeMaps[r12.w/6].InvSize.z * r13.z;
        r13.xyz = saturate(ClusteredCubeMaps[r12.w/6].TransitionBias.xyz + abs(r14.xyz));
        r13.xyz = ClusteredCubeMaps[r12.w/6].TransitionScale.xyz * r13.xyz;
        r13.y = max(r13.y, r13.z);
        r13.x = max(r13.x, r13.y);
        r13.x = 1 + -r13.x;
        r13.y = cmp(0 < r13.x);
        if (r13.y != 0) {
          r15.x = dot(ClusteredCubeMaps[r12.w/6].RotationXY.xy, r6.yz);
          r15.y = dot(ClusteredCubeMaps[r12.w/6].RotationXY.zw, r6.yz);
          r15.z = ClusteredCubeMaps[r12.w/6].InvSize.z * r6.w;
          r13.yzw = cmp(float3(0,0,0) < r15.xyz);
          r16.xyz = cmp(r15.xyz < float3(0,0,0));
          r13.yzw = (int3)r13.yzw + (int3)-r16.xyz;
          r13.yzw = (int3)r13.yzw;
          r13.yzw = r14.xyz * r13.yzw + float3(1,1,1);
          r13.yzw = r13.yzw / abs(r15.xyz);
          r13.z = min(r13.z, r13.w);
          r13.y = min(r13.y, r13.z);
          r13.z = saturate(ClusteredCubeMaps[r12.w/6].InvInnerEdgeTransition * r13.y);
          r13.w = r13.x * r13.z;
          r14.xyz = r13.yyy * r6.yzw + r2.xyz;
          r14.xyz = -ClusteredCubeMaps[r12.w/6].Position.xyz + r14.xyz;
          r13.y = max(ClusteredCubeMaps[r12.w/6].MinMip, r0.y);
          r14.w = ClusteredCubeMaps[r12.w/6].ArrayIndex;
          r14.xyz = EnvironmentReflectionTextureArray.SampleLevel(TrilinearClampSampler_s, r14.xyzw, r13.y).xyz;
          r14.xyz = ClusteredCubeMaps[r12.w/6].Fade * r14.xyz;
          r14.xyz = r14.xyz * r11.xyz;
          r12.xyz = r14.xyz * r13.www + r12.xyz;
          r7.w = r13.x * r13.z + r7.w;
        }
      }
      r9.y = (int)r9.y + 1;
      r4.x = r11.w;
    }
    r0.y = cmp(1 < r7.w);
    r6.yzw = r12.xyz / r7.www;
    r6.yzw = r0.yyy ? r6.yzw : r12.xyz;
    r6.yzw = r6.yzw * r0.xxx + r10.yzw;
    r0.x = (int)r9.x + (int)r1.w;
    r8.zw = float2(0,0);
    r0.y = NightVisionShadowsTexture.Load(r8.xyz).y;
    r8.xyz = r5.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
    r8.xyz = float3(0.318309873,0.318309873,0.318309873) * r8.xyz;
    r1.w = -r4.w * 0.0322580636 + 1;
    r4.x = r4.z * r4.z;
    r4.w = r4.x * r4.x;
    r5.w = 2 / r4.w;
    r5.w = -2 + r5.w;
    r5.w = max(9.99999975e-006, r5.w);
    r7.w = 3.14159274 * r4.w;
    r5.xyz = r2.www * -r5.xyz + r5.xyz;
    r5.xyz = r5.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
    r5.xyz = float3(0.318309873,0.318309873,0.318309873) * r5.xyz;
    r2.w = r4.x * r4.x + -0.999499977;
    r4.x = r4.z * 0.234375 + 0.015625;
    r4.z = 1 + -r4.x;
    r11.yz = float2(-1,1);
    r12.y = -1;
    r13.xyz = r6.yzw;
    r8.w = r0.x;
    r9.y = 0;
    r10.y = 0;
    while (true) {
      r10.z = cmp((uint)r10.y >= (uint)r0.z);
      if (r10.z != 0) break;
      r10.z = (int)r8.w + 1;
      r10.w = LightIndexListTexture.Load(r8.w).x;
      r12.z = (int)r10.w * 23;
      r12.w = (int)r3.w & (int)ClusteredLights[r12.z/23].LightingChannels;
      if (r12.w != 0) {
        r14.xyz = ClusteredLights[r12.z/23].PositionInvRadius.xyz + -r2.xyz;
        r15.xyz = ClusteredLights[r12.z/23].PositionInvRadius.www * r14.xyz;
        r12.w = dot(r15.xyz, r15.xyz);
        r12.w = min(1, r12.w);
        r12.w = 1 + -r12.w;
        r12.w = log2(r12.w);
        r12.w = ClusteredLights[r12.z/23].ColorFalloffExponent.w * r12.w;
        r12.w = exp2(r12.w);
        r14.w = cmp(0 < ClusteredLights[r12.z/23].SpotAngles.x);
        if (r14.w != 0) {
          r15.x = dot(r14.xyz, r14.xyz);
          r15.x = rsqrt(r15.x);
          r15.xyz = r15.xxx * r14.xyz;
          r15.x = dot(r15.xyz, -ClusteredLights[r12.z/23].Direction.xyz);
          r15.x = -ClusteredLights[r12.z/23].SpotAngles.x + r15.x;
          r15.x = saturate(ClusteredLights[r12.z/23].SpotAngles.y * r15.x);
          r15.x = r15.x * r15.x;
          r12.w = r15.x * r12.w;
        }
        r15.x = cmp(9.99999975e-006 < r12.w);
        r15.y = dot(r1.xyz, r14.xyz);
        r15.y = cmp(0 < r15.y);
        r15.y = (int)r0.w | (int)r15.y;
        r15.z = cmp(0 != ClusteredLights[r12.z/23].DiffuseBackfaceHack);
        r15.y = (int)r15.z | (int)r15.y;
        r15.x = r15.y ? r15.x : 0;
        if (r15.x != 0) {
          r15.x = cmp(0 != (int)ClusteredLights[r12.z/23].bCastShadows);
          r15.x = cmp((int)r15.x == -1);
          if (r15.x != 0) {
            if (r14.w != 0) {
              r15.xyzw = ClusteredLights[r12.z/23].WorldToShadowMatrix._m01_m11_m21_m31 * r2.yyyy;
              r15.xyzw = ClusteredLights[r12.z/23].WorldToShadowMatrix._m00_m10_m20_m30 * r2.xxxx + r15.xyzw;
              r15.xyzw = ClusteredLights[r12.z/23].WorldToShadowMatrix._m02_m12_m22_m32 * r2.zzzz + r15.xyzw;
              r15.xyzw = ClusteredLights[r12.z/23].WorldToShadowMatrix._m23_m03_m13_m33 + r15.zxyw;
              r15.yz = r15.yz / r15.ww;
            } else {
              r14.w = max(abs(r14.y), abs(r14.z));
              r14.w = max(abs(r14.x), r14.w);
              r16.xyz = cmp(float3(0,0,0) < -r14.xyz);
              r17.xyz = cmp(-r14.xyz < float3(0,0,0));
              r15.w = (int)r16.x + (int)-r17.x;
              r11.x = (int)r15.w;
              r18.xy = -r14.zy * r11.xy;
              r19.xyz = cmp(-r14.xyz == abs(r14.xyz));
              r16.xw = cmp(abs(r14.xy) == r14.ww);
              r16.yz = (int2)-r16.yz + (int2)r17.yz;
              r11.w = (int)r16.y;
              r17.xy = -r14.xz * r11.zw;
              r12.x = (int)r16.z;
              r20.xy = -r14.xy * r12.xy;
              r19.xyz = r19.xyz ? float3(0,2.80259693e-045,5.60519386e-045) : float3(1,3,5);
              r17.z = r19.y;
              r20.z = r19.z;
              r16.yzw = r16.www ? r17.xyz : r20.xyz;
              r18.z = r19.x;
              r16.xyz = r16.xxx ? r18.xyz : r16.yzw;
              r11.xw = r16.xy / r14.ww;
              r10.w = mad((int)r10.w, 23, (int)r16.z);
              r15.yz = r11.xw * ClusteredLights[r10.w].FaceUVScaleBias[0].xy + ClusteredLights[r10.w].FaceUVScaleBias[0].zw;
              r15.x = ClusteredLights[r12.z/23].PositionInvRadius.w * r14.w;
            }
            r16.xyzw = r9.wzzw * ClusteredLights[r12.z/23].ShadowFilterScale.ywxz + ClusteredLights[r12.z/23].ShadowFilterBias.ywxz;
            r11.xw = r16.zw * float2(0.200000003,0.200000003) + r15.yz;
            r10.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xw, r15.x).x;
            r11.xw = -r16.zw * float2(0.200000003,0.200000003) + r15.yz;
            r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xw, r15.x).x;
            r10.w = r11.x + r10.w;
            r11.xw = float2(-0.380423009,-0.380423009) * r16.xy;
            r11.xw = r16.zw * float2(-0.123607002,-0.123607002) + r11.xw;
            r17.xy = r15.yz + r11.xw;
            r12.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r17.xy, r15.x).x;
            r10.w = r12.x + r10.w;
            r11.xw = r15.yz + -r11.xw;
            r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xw, r15.x).x;
            r10.w = r11.x + r10.w;
            r11.xw = float2(0.352670997,0.352670997) * r16.xy;
            r11.xw = r16.zw * float2(-0.485410005,-0.485410005) + r11.xw;
            r17.xy = r15.yz + r11.xw;
            r12.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r17.xy, r15.x).x;
            r10.w = r12.x + r10.w;
            r11.xw = r15.yz + -r11.xw;
            r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xw, r15.x).x;
            r10.w = r11.x + r10.w;
            r17.xyzw = float4(0.470227987,0.470227987,0.309017003,0.309017003) * r16.xyzw;
            r11.xw = r16.zw * float2(0.647213995,0.647213995) + r17.xy;
            r16.zw = r15.yz + r11.xw;
            r12.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r16.zw, r15.x).x;
            r10.w = r12.x + r10.w;
            r11.xw = r15.yz + -r11.xw;
            r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xw, r15.x).x;
            r10.w = r11.x + r10.w;
            r11.xw = r16.xy * float2(-0.951057017,-0.951057017) + r17.zw;
            r16.xy = r15.yz + r11.xw;
            r12.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r16.xy, r15.x).x;
            r10.w = r12.x + r10.w;
            r11.xw = r15.yz + -r11.xw;
            r11.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.xw, r15.x).x;
            r10.w = r11.x + r10.w;
            r10.w = 0.100000001 * r10.w;
            r10.w = r10.w * r10.w;
            r12.w = r12.w * r10.w;
          } else {
            if (ClusteredLights[r12.z/23].bCastNightVisionShadow != 0) {
              r12.w = r12.w * r0.y;
            }
          }
          r15.xyz = ClusteredLights[r12.z/23].ColorFalloffExponent.xyz * r12.www;
          r10.w = cmp(0.000000 != ClusteredLights[r12.z/23].SimpleLightFunctionScaleBiasFade.x);
          if (r10.w != 0) {
            r16.xyz = ClusteredLights[r12.z/23].WorldToLightMatrix._m01_m11_m21 * -r14.yyy;
            r16.xyz = ClusteredLights[r12.z/23].WorldToLightMatrix._m00_m10_m20 * -r14.xxx + r16.xyz;
            r16.xyz = ClusteredLights[r12.z/23].WorldToLightMatrix._m02_m12_m22 * -r14.zzz + r16.xyz;
            r11.xw = r16.xy / r16.zz;
            r11.xw = r11.xw * ClusteredLights[r12.z/23].SimpleLightFunctionScaleBiasFade.xx + ClusteredLights[r12.z/23].SimpleLightFunctionScaleBiasFade.yz;
            r11.xw = abs(r11.xw);
            r10.w = saturate(ClusteredLights[r12.z/23].SimpleLightFunctionScaleBiasFade.w * r16.z);
            r16.xyz = SimpleLightFunctionsAtlasTexture.SampleLevel(TrilinearClampSampler_s, r11.xw, 0).xyz;
            r17.xyz = float3(1,1,1) + -r16.xyz;
            r16.xyz = r10.www * r17.xyz + r16.xyz;
            r15.xyz = r16.xyz * r15.xyz;
          }
          if (r0.w != 0) {
            r10.w = dot(r14.xyz, r14.xyz);
            r10.w = rsqrt(r10.w);
            r16.xyz = r14.xyz * r10.www;
            r17.xyz = r14.xyz * r10.www + -r7.xyz;
            r10.w = dot(r17.xyz, r17.xyz);
            r10.w = rsqrt(r10.w);
            r17.xyz = r17.xyz * r10.www;
            r10.w = dot(r1.xyz, r16.xyz);
            r11.x = saturate(r10.w);
            r11.w = dot(r1.xyz, r17.xyz);
            r11.w = max(9.99999997e-007, r11.w);
            r11.w = min(1, r11.w);
            r10.w = saturate(r10.w * 5 + 0.5);
            r10.w = r10.w * r1.w + r6.x;
            r12.x = r11.x * 0.5 + 0.5;
            r10.w = r12.x * r10.w;
            r11.w = log2(r11.w);
            r11.w = r11.w * r5.w;
            r11.w = exp2(r11.w);
            r11.w = r11.w / r7.w;
            r11.x = r11.w * r11.x;
            r11.x = 0.00999999978 * r11.x;
            r16.xyz = r8.xyz * r10.www + r11.xxx;
            r13.xyz = r16.xyz * r15.xyz + r13.xyz;
          } else {
            r10.w = dot(r14.xyz, r14.xyz);
            r10.w = rsqrt(r10.w);
            r16.xyz = r14.xyz * r10.www;
            r14.xyz = r14.xyz * r10.www + -r7.xyz;
            r10.w = dot(r14.xyz, r14.xyz);
            r10.w = rsqrt(r10.w);
            r14.xyz = r14.xyz * r10.www;
            r10.w = dot(r1.xyz, r16.xyz);
            r11.x = saturate(r10.w);
            r11.w = saturate(dot(r1.xyz, r14.xyz));
            r12.x = saturate(dot(r16.xyz, r14.xyz));
            r12.w = ClusteredLights[r12.z/23].DiffuseBackfaceHack + r10.w;
            r12.w = 0.333330005 * r12.w;
            r10.w = saturate(max(r12.w, r10.w));
            r10.w = ClusteredLights[r12.z/23].DiffuseIntensity * r10.w;
            r11.w = r11.w * r11.w;
            r11.w = r11.w * r2.w + 1;
            r11.w = r11.w * r11.w;
            r11.w = 3.14159274 * r11.w;
            r11.w = r4.w / r11.w;
            r12.z = r12.x * r12.x;
            r12.z = r12.z * r4.z + r4.x;
            r12.z = 4 * r12.z;
            r12.z = rcp(r12.z);
            r12.w = r12.x * -5.55472994 + -6.98316002;
            r12.x = r12.w * r12.x;
            r12.x = exp2(r12.x);
            r14.xyz = r12.xxx + r3.xyz;
            r14.xyz = r14.xyz * SpecularOverrideParameter.www + SpecularOverrideParameter.xyz;
            r11.w = r12.z * r11.w;
            r12.xzw = r11.www * r14.xyz;
            r12.xzw = r12.xzw * r11.xxx;
            r12.xzw = r5.xyz * r10.www + r12.xzw;
            r13.xyz = r12.xzw * r15.xyz + r13.xyz;
          }
        }
        r9.y = (int)r9.y + 1;
      }
      r10.y = (int)r10.y + 1;
      r8.w = r10.z;
    }
    r0.x = (int)r10.x + (int)r9.y;
    r0.x = (int)r9.x + (int)r0.x;
    r0.x = (uint)r0.x;
    r0.x = 0.25 * r0.x;
    r0.x = min(1, r0.x);
    r0.y = cmp(0 < r0.x);
    r13.w = 0;
    r0.xzw = r0.xxx * float3(1,-1,0) + r13.wyw;
    r1.xz = r13.xz;
    r1.y = 1;
    r0.xzw = r1.xyz + r0.xzw;
    r0.xyz = r0.yyy ? r0.xzw : r13.xyz;
    r0.xyz = bShowLightComplexity ? r0.xyz : r13.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 ClusteredLightsConstants
// {
//
//   struct FClusteredLight
//   {
//       
//       float4 PositionInvRadius;      // Offset:    0
//       float4 ColorFalloffExponent;   // Offset:   16
//       float3 Direction;              // Offset:   32
//       uint LightingChannels;         // Offset:   44
//       float2 SpotAngles;             // Offset:   48
//       bool bCastShadows;             // Offset:   56
//       float HairScatteringScale;     // Offset:   60
//       float4 SimpleLightFunctionScaleBiasFade;// Offset:   64
//       float4x4 WorldToShadowMatrix;  // Offset:   80
//       float3x3 WorldToLightMatrix;   // Offset:  144
//       float4 ShadowClipScaleBias;    // Offset:  192
//       float4 ShadowFilterScale;      // Offset:  208
//       float4 ShadowFilterBias;       // Offset:  224
//       float2 ShadowGradientParams;   // Offset:  240
//       float DiffuseIntensity;        // Offset:  248
//       float DiffuseBackfaceHack;     // Offset:  252
//       bool bUseFakeWaterReflection;  // Offset:  256
//       bool bCastNightVisionShadow;   // Offset:  260
//       float4 FaceUVScaleBias[6];     // Offset:  272
//
//   } ClusteredLights[64];             // Offset:    0 Size: 23552
//
// }
//
// 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
// SimpleLightFunctionsAtlasTexture    texture  float4          2d    5        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
// NightVisionShadowsTexture         texture  float4          2d   13        1
// $Globals                          cbuffer      NA          NA    0        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
// ClusteredLightsConstants          cbuffer      NA          NA    6        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 cb6[1472], dynamicIndexed
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_texture2d (float,float,float,float) t5
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_resource_texture2d (float,float,float,float) t13
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 21
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, 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, r3.w, l(0.001000)
  mul r3.w, r3.w, l(255.000000)
  ftou r3.w, r3.w
  add r4.w, r4.w, l(0.001000)
  mul r4.w, r4.w, l(31.875000)
  frc r5.w, r4.w
  mul r5.w, r5.w, l(8.000000)
  ftou r5.w, r5.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 r6.x, r1.xyzx, r1.xyzx
  rsq r6.x, r6.x
  mul r1.xyz, r1.xyzx, r6.xxxx
  round_ni r4.w, r4.w
  mul r6.x, r4.w, l(0.032258)
  ieq r0.w, r0.w, l(2)
  resinfo_indexable(texture2d)(float,float,float,float) r6.yz, l(0), t11.zxyw
  dp3 r6.w, v1.xyzx, v1.xyzx
  rsq r6.w, r6.w
  mul r7.xyz, r6.wwww, v1.xyzx
  mul r6.yz, r0.xxyx, r6.yyzy
  ftou r8.xy, r6.yzyy
  ushr r9.xy, r8.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 r9.z, r0.z
  mov r9.w, l(0)
  ld_indexable(texture3d)(uint,uint,uint,uint) r6.yz, r9.xyzw, t2.zxyw
  and r0.z, r6.z, l(255)
  ubfe r9.xy, l(8, 8, 0, 0), l(8, 16, 0, 0), r6.zzzz
  round_ne r1.w, r1.w
  exp r1.w, -r1.w
  mul r10.xyz, r1.wwww, r2.xyzx
  sample_l_indexable(texture3d)(float,float,float,float) r9.zw, r10.xyzx, t4.zwxy, s0, l(0.000000)
  dp3 r1.w, r1.xyzx, cb0[6].xyzx
  lt r6.z, l(0.000000), r1.w
  or r6.z, r0.w, r6.z
  lt r7.w, l(0.000000), r2.w
  and r6.z, r6.z, r7.w
  if_nz r6.z
    mov r10.xy, l(0,0,0,0)
    mov r11.x, r2.w
    loop 
      uge r6.z, r10.y, r9.y
      breakc_nz r6.z
      iadd r6.z, r6.y, r10.y
      ld_indexable(buffer)(uint,uint,uint,uint) r6.z, r6.zzzz, t1.yzxw
      imul null, r6.z, r6.z, l(9)
      mul r11.yzw, r2.yyyy, cb9[r6.z + 1].xxyz
      mad r11.yzw, cb9[r6.z + 0].xxyz, r2.xxxx, r11.yyzw
      mad r11.yzw, cb9[r6.z + 2].xxyz, r2.zzzz, r11.yyzw
      add r11.yzw, r11.yyzw, cb9[r6.z + 3].xxyz
      add r10.zw, r11.yyyz, -cb9[r6.z + 6].xxxy
      lt r10.zw, cb9[r6.z + 6].zzzw, |r10.zzzw|
      or r7.w, r10.w, r10.z
      if_z r7.w
        mad r7.w, r11.w, cb9[r6.z + 8].y, cb9[r6.z + 8].z
        max r7.w, r7.w, cb9[r6.z + 8].x
        min r10.z, r11.w, l(0.999000)
        mad r12.xyzw, r9.wzzw, cb9[r6.z + 4].ywxz, cb9[r6.z + 5].ywxz
        mad r13.xy, r12.zwzz, l(0.200000, 0.200000, 0.000000, 0.000000), r11.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r6.z, r13.xyxx, t3.xxxx, s7, r10.z
        mad r13.xy, -r12.zwzz, l(0.200000, 0.200000, 0.000000, 0.000000), r11.yzyy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.xyxx, t3.xxxx, s7, r10.z
        add r6.z, r6.z, r10.w
        mul r13.xy, r12.xyxx, l(-0.380423, -0.380423, 0.000000, 0.000000)
        mad r13.xy, r12.zwzz, l(-0.123607, -0.123607, 0.000000, 0.000000), r13.xyxx
        add r13.zw, r11.yyyz, r13.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.zwzz, t3.xxxx, s7, r10.z
        add r6.z, r6.z, r10.w
        add r13.xy, r11.yzyy, -r13.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.xyxx, t3.xxxx, s7, r10.z
        add r6.z, r6.z, r10.w
        mul r13.xy, r12.xyxx, l(0.352671, 0.352671, 0.000000, 0.000000)
        mad r13.xy, r12.zwzz, l(-0.485410, -0.485410, 0.000000, 0.000000), r13.xyxx
        add r13.zw, r11.yyyz, r13.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.zwzz, t3.xxxx, s7, r10.z
        add r6.z, r6.z, r10.w
        add r13.xy, r11.yzyy, -r13.xyxx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.xyxx, t3.xxxx, s7, r10.z
        add r6.z, r6.z, r10.w
        mul r13.xyzw, r12.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
        mad r12.zw, r12.zzzw, l(0.000000, 0.000000, 0.647214, 0.647214), r13.xxxy
        add r13.xy, r11.yzyy, r12.zwzz
        sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r13.xyxx, t3.xxxx, s7, r10.z
        add r6.z, r6.z, r10.w
        add r12.zw, r11.yyyz, -r12.zzzw
        sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r12.zwzz, t3.xxxx, s7, r10.z
        add r6.z, r6.z, r10.w
        mad r12.xy, r12.xyxx, l(-0.951057, -0.951057, 0.000000, 0.000000), r13.zwzz
        add r12.zw, r11.yyyz, r12.xxxy
        sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r12.zwzz, t3.xxxx, s7, r10.z
        add r6.z, r6.z, r10.w
        add r11.yz, r11.yyzy, -r12.xxyx
        sample_c_lz_indexable(texture2d)(float,float,float,float) r10.z, r11.yzyy, t3.xxxx, s7, r10.z
        add r6.z, r6.z, r10.z
        mul r6.z, r6.z, l(0.100000)
        mul r6.z, r6.z, r6.z
        max r6.z, r7.w, r6.z
        min r11.x, r6.z, r11.x
      endif 
      iadd r10.xy, r10.xyxx, l(1, 1, 0, 0)
    endloop 
    min r2.w, r2.w, r11.x
    if_nz r0.w
      mad r10.yzw, -v1.xxyz, r6.wwww, cb0[6].xxyz
      dp3 r6.z, r10.yzwy, r10.yzwy
      rsq r6.z, r6.z
      mul r10.yzw, r6.zzzz, r10.yyzw
      mov_sat r6.z, r1.w
      dp3 r7.w, r1.xyzx, r10.yzwy
      max r7.w, r7.w, l(0.000001)
      min r7.w, r7.w, l(1.000000)
      mad r10.yzw, r5.xxyz, cb2[3].wwww, cb2[3].xxyz
      mul r10.yzw, r10.yyzw, l(0.000000, 0.318310, 0.318310, 0.318310)
      mad_sat r11.x, r1.w, l(5.000000), l(0.500000)
      mad r11.y, -r4.w, l(0.032258), l(1.000000)
      mad r11.x, r11.x, r11.y, r6.x
      mad r11.y, r6.z, l(0.500000), l(0.500000)
      mul r11.x, r11.y, r11.x
      mul r11.y, r4.z, r4.z
      mul r11.y, r11.y, r11.y
      div r11.z, l(2.000000), r11.y
      add r11.z, r11.z, l(-2.000000)
      max r11.z, r11.z, l(0.000010)
      log r7.w, r7.w
      mul r7.w, r7.w, r11.z
      exp r7.w, r7.w
      mul r11.y, r11.y, l(3.141593)
      div r7.w, r7.w, r11.y
      mul r6.z, r6.z, r7.w
      mul r6.z, r6.z, l(0.010000)
      mad r10.yzw, r10.yyzw, r11.xxxx, r6.zzzz
      mul r10.yzw, r10.yyzw, cb0[7].xxyz
      mul r10.yzw, r2.wwww, r10.yyzw
    else 
      mad r11.xyz, -v1.xyzx, r6.wwww, cb0[6].xyzx
      dp3 r6.z, r11.xyzx, r11.xyzx
      rsq r6.z, r6.z
      mul r11.xyz, r6.zzzz, r11.xyzx
      mov_sat r1.w, r1.w
      dp3_sat r6.z, r1.xyzx, r11.xyzx
      dp3_sat r6.w, cb0[6].xyzx, r11.xyzx
      mul r7.w, r4.x, cb2[2].y
      mad r11.xyz, r7.wwww, -r5.xyzx, r5.xyzx
      mad r11.xyz, r11.xyzx, cb2[3].wwww, cb2[3].xyzx
      mad r12.xyz, r3.xyzx, r3.xyzx, l(-0.040000, -0.040000, -0.040000, 0.000000)
      mad r12.xyz, r7.wwww, r12.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000)
      mul r11.xyz, r1.wwww, r11.xyzx
      mul r7.w, r4.z, r4.z
      mul r11.w, r7.w, r7.w
      mul r6.z, r6.z, r6.z
      mad r7.w, r7.w, r7.w, l(-0.999500)
      mad r6.z, r6.z, r7.w, l(1.000000)
      mul r6.z, r6.z, r6.z
      mul r6.z, r6.z, l(3.141593)
      div r6.z, r11.w, r6.z
      mad r7.w, r4.z, l(0.234375), l(0.015625)
      add r11.w, -r7.w, l(1.000000)
      mul r12.w, r6.w, r6.w
      mad r7.w, r12.w, r11.w, r7.w
      mul r7.w, r7.w, l(4.000000)
      rcp r7.w, r7.w
      mad r11.w, r6.w, l(-5.554730), l(-6.983160)
      mul r6.w, r6.w, r11.w
      exp r6.w, r6.w
      add r12.xyz, r6.wwww, r12.xyzx
      mad r12.xyz, r12.xyzx, cb2[4].wwww, cb2[4].xyzx
      mul r6.z, r6.z, r7.w
      mul r12.xyz, r12.xyzx, r6.zzzz
      mul r12.xyz, r1.wwww, r12.xyzx
      mad r11.xyz, r11.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000), r12.xyzx
      mul r11.xyz, r11.xyzx, cb0[7].xyzx
      mul r10.yzw, r2.wwww, r11.xxyz
    endif 
  else 
    mov r10.xyzw, l(0,0,0,0)
  endif 
  iadd r1.w, r6.y, r9.y
  dp3 r11.x, r1.xyzx, -r7.xyzx
  lt r2.w, r11.x, l(0.000000)
  add r6.y, r11.x, r11.x
  mad r6.yzw, r1.xxyz, -r6.yyyy, -r7.xxyz
  movc r6.yzw, r2.wwww, r1.xxyz, -r6.yyzw
  and r2.w, r5.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 r2.w, r1.z
    mul r2.w, r2.w, r2.w
    add r7.w, r4.z, r0.x
    mad r0.x, -r0.x, r4.z, r7.w
    mul r0.y, r0.y, r2.w
    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, r6.x
  endif 
  mov_sat r11.x, r11.x
  mov r11.y, r4.z
  sample_l_indexable(texture2d)(float,float,float,float) r11.xy, r11.xyxx, t0.xyzw, s1, l(0.000000)
  log r0.y, r4.z
  mad r0.y, r0.y, 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 r11.xyz, r3.xyzx, r11.xxxx, r11.yyyy
  mov r12.xyz, l(0,0,0,0)
  mov r4.x, r1.w
  mov r7.w, l(0)
  mov r9.y, l(0)
  loop 
    uge r11.w, r9.y, r9.x
    breakc_nz r11.w
    iadd r11.w, r4.x, l(1)
    ld_indexable(buffer)(uint,uint,uint,uint) r12.w, r4.xxxx, t1.yzwx
    imul null, r12.w, r12.w, l(6)
    and r13.x, r5.w, cb8[r12.w + 2].w
    if_nz r13.x
      add r13.xyz, r2.xyzx, -cb8[r12.w + 0].xyzx
      dp2 r14.x, cb8[r12.w + 1].xyxx, r13.xyxx
      dp2 r14.y, cb8[r12.w + 1].zwzz, r13.xyxx
      mul r14.z, r13.z, cb8[r12.w + 3].z
      add_sat r13.xyz, |r14.xyzx|, cb8[r12.w + 4].xyzx
      mul r13.xyz, r13.xyzx, cb8[r12.w + 5].xyzx
      max r13.y, r13.z, r13.y
      max r13.x, r13.y, r13.x
      add r13.x, -r13.x, l(1.000000)
      lt r13.y, l(0.000000), r13.x
      if_nz r13.y
        dp2 r15.x, cb8[r12.w + 1].xyxx, r6.yzyy
        dp2 r15.y, cb8[r12.w + 1].zwzz, r6.yzyy
        mul r15.z, r6.w, cb8[r12.w + 3].z
        lt r13.yzw, l(0.000000, 0.000000, 0.000000, 0.000000), r15.xxyz
        lt r16.xyz, r15.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
        iadd r13.yzw, r13.yyzw, -r16.xxyz
        itof r13.yzw, r13.yyzw
        mad r13.yzw, r14.xxyz, r13.yyzw, l(0.000000, 1.000000, 1.000000, 1.000000)
        div r13.yzw, r13.yyzw, |r15.xxyz|
        min r13.z, r13.w, r13.z
        min r13.y, r13.z, r13.y
        mul_sat r13.z, r13.y, cb8[r12.w + 3].w
        mul r13.w, r13.z, r13.x
        mad r14.xyz, r13.yyyy, r6.yzwy, r2.xyzx
        add r14.xyz, r14.xyzx, -cb8[r12.w + 0].xyzx
        max r13.y, r0.y, cb8[r12.w + 5].w
        mov r14.w, cb8[r12.w + 0].w
        sample_l_indexable(texturecubearray)(float,float,float,float) r14.xyz, r14.xyzw, t6.xyzw, s1, r13.y
        mul r14.xyz, r14.xyzx, cb8[r12.w + 4].wwww
        mul r14.xyz, r11.xyzx, r14.xyzx
        mad r12.xyz, r14.xyzx, r13.wwww, r12.xyzx
        mad r7.w, r13.x, r13.z, r7.w
      endif 
    endif 
    iadd r9.y, r9.y, l(1)
    mov r4.x, r11.w
  endloop 
  lt r0.y, l(1.000000), r7.w
  div r6.yzw, r12.xxyz, r7.wwww
  movc r6.yzw, r0.yyyy, r6.yyzw, r12.xxyz
  mad r6.yzw, r6.yyzw, r0.xxxx, r10.yyzw
  iadd r0.x, r9.x, r1.w
  mov r8.zw, l(0,0,0,0)
  ld_indexable(texture2d)(float,float,float,float) r0.y, r8.xyzw, t13.xyzw
  mad r8.xyz, r5.xyzx, cb2[3].wwww, cb2[3].xyzx
  mul r8.xyz, r8.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000)
  mad r1.w, -r4.w, l(0.032258), l(1.000000)
  mul r4.x, r4.z, r4.z
  mul r4.w, r4.x, r4.x
  div r5.w, l(2.000000), r4.w
  add r5.w, r5.w, l(-2.000000)
  max r5.w, r5.w, l(0.000010)
  mul r7.w, r4.w, l(3.141593)
  mad r5.xyz, r2.wwww, -r5.xyzx, r5.xyzx
  mad r5.xyz, r5.xyzx, cb2[3].wwww, cb2[3].xyzx
  mul r5.xyz, r5.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000)
  mad r2.w, r4.x, r4.x, l(-0.999500)
  mad r4.x, r4.z, l(0.234375), l(0.015625)
  add r4.z, -r4.x, l(1.000000)
  mov r11.yz, l(0,-1.000000,1.000000,0)
  mov r12.y, l(-1.000000)
  mov r13.xyz, r6.yzwy
  mov r8.w, r0.x
  mov r9.y, l(0)
  mov r10.y, l(0)
  loop 
    uge r10.z, r10.y, r0.z
    breakc_nz r10.z
    iadd r10.z, r8.w, l(1)
    ld_indexable(buffer)(uint,uint,uint,uint) r10.w, r8.wwww, t1.yzwx
    imul null, r12.z, r10.w, l(23)
    and r12.w, r3.w, cb6[r12.z + 2].w
    if_nz r12.w
      add r14.xyz, -r2.xyzx, cb6[r12.z + 0].xyzx
      mul r15.xyz, r14.xyzx, cb6[r12.z + 0].wwww
      dp3 r12.w, r15.xyzx, r15.xyzx
      min r12.w, r12.w, l(1.000000)
      add r12.w, -r12.w, l(1.000000)
      log r12.w, r12.w
      mul r12.w, r12.w, cb6[r12.z + 1].w
      exp r12.w, r12.w
      lt r14.w, l(0.000000), cb6[r12.z + 3].x
      if_nz r14.w
        dp3 r15.x, r14.xyzx, r14.xyzx
        rsq r15.x, r15.x
        mul r15.xyz, r14.xyzx, r15.xxxx
        dp3 r15.x, r15.xyzx, -cb6[r12.z + 2].xyzx
        add r15.x, r15.x, -cb6[r12.z + 3].x
        mul_sat r15.x, r15.x, cb6[r12.z + 3].y
        mul r15.x, r15.x, r15.x
        mul r12.w, r12.w, r15.x
      endif 
      lt r15.x, l(0.000010), r12.w
      dp3 r15.y, r1.xyzx, r14.xyzx
      lt r15.y, l(0.000000), r15.y
      or r15.y, r0.w, r15.y
      ne r15.z, l(0.000000, 0.000000, 0.000000, 0.000000), cb6[r12.z + 15].w
      or r15.y, r15.z, r15.y
      and r15.x, r15.y, r15.x
      if_nz r15.x
        ine r15.x, l(0), cb6[r12.z + 3].z
        ieq r15.x, r15.x, l(-1)
        if_nz r15.x
          if_nz r14.w
            mul r15.xyzw, r2.yyyy, cb6[r12.z + 6].xyzw
            mad r15.xyzw, cb6[r12.z + 5].xyzw, r2.xxxx, r15.xyzw
            mad r15.xyzw, cb6[r12.z + 7].xyzw, r2.zzzz, r15.xyzw
            add r15.xyzw, r15.zxyw, cb6[r12.z + 8].zxyw
            div r15.yz, r15.yyzy, r15.wwww
          else 
            max r14.w, |r14.z|, |r14.y|
            max r14.w, r14.w, |r14.x|
            lt r16.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), -r14.xyzx
            lt r17.xyz, -r14.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
            iadd r15.w, r16.x, -r17.x
            itof r11.x, r15.w
            mul r18.xy, r11.xyxx, -r14.zyzz
            eq r19.xyz, -r14.xyzx, |r14.xyzx|
            eq r16.xw, |r14.xxxy|, r14.wwww
            iadd r16.yz, -r16.yyzy, r17.yyzy
            itof r11.w, r16.y
            mul r17.xy, r11.zwzz, -r14.xzxx
            itof r12.x, r16.z
            mul r20.xy, r12.xyxx, -r14.xyxx
            movc r19.xyz, r19.xyzx, l(0,2,4,0), l(1,3,5,0)
            mov r17.z, r19.y
            mov r20.z, r19.z
            movc r16.yzw, r16.wwww, r17.xxyz, r20.xxyz
            mov r18.z, r19.x
            movc r16.xyz, r16.xxxx, r18.xyzx, r16.yzwy
            div r11.xw, r16.xxxy, r14.wwww
            imad r10.w, r10.w, l(23), r16.z
            mad r15.yz, r11.xxwx, cb6[r10.w + 17].xxyx, cb6[r10.w + 17].zzwz
            mul r15.x, r14.w, cb6[r12.z + 0].w
          endif 
          mad r16.xyzw, r9.wzzw, cb6[r12.z + 13].ywxz, cb6[r12.z + 14].ywxz
          mad r11.xw, r16.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.w, r11.xwxx, t3.xxxx, s7, r15.x
          mad r11.xw, -r16.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xwxx, t3.xxxx, s7, r15.x
          add r10.w, r10.w, r11.x
          mul r11.xw, r16.xxxy, l(-0.380423, 0.000000, 0.000000, -0.380423)
          mad r11.xw, r16.zzzw, l(-0.123607, 0.000000, 0.000000, -0.123607), r11.xxxw
          add r17.xy, r11.xwxx, r15.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r12.x, r17.xyxx, t3.xxxx, s7, r15.x
          add r10.w, r10.w, r12.x
          add r11.xw, -r11.xxxw, r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xwxx, t3.xxxx, s7, r15.x
          add r10.w, r10.w, r11.x
          mul r11.xw, r16.xxxy, l(0.352671, 0.000000, 0.000000, 0.352671)
          mad r11.xw, r16.zzzw, l(-0.485410, 0.000000, 0.000000, -0.485410), r11.xxxw
          add r17.xy, r11.xwxx, r15.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r12.x, r17.xyxx, t3.xxxx, s7, r15.x
          add r10.w, r10.w, r12.x
          add r11.xw, -r11.xxxw, r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xwxx, t3.xxxx, s7, r15.x
          add r10.w, r10.w, r11.x
          mul r17.xyzw, r16.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
          mad r11.xw, r16.zzzw, l(0.647214, 0.000000, 0.000000, 0.647214), r17.xxxy
          add r16.zw, r11.xxxw, r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r12.x, r16.zwzz, t3.xxxx, s7, r15.x
          add r10.w, r10.w, r12.x
          add r11.xw, -r11.xxxw, r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xwxx, t3.xxxx, s7, r15.x
          add r10.w, r10.w, r11.x
          mad r11.xw, r16.xxxy, l(-0.951057, 0.000000, 0.000000, -0.951057), r17.zzzw
          add r16.xy, r11.xwxx, r15.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r12.x, r16.xyxx, t3.xxxx, s7, r15.x
          add r10.w, r10.w, r12.x
          add r11.xw, -r11.xxxw, r15.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r11.x, r11.xwxx, t3.xxxx, s7, r15.x
          add r10.w, r10.w, r11.x
          mul r10.w, r10.w, l(0.100000)
          mul r10.w, r10.w, r10.w
          mul r12.w, r10.w, r12.w
        else 
          if_nz cb6[r12.z + 16].y
            mul r12.w, r0.y, r12.w
          endif 
        endif 
        mul r15.xyz, r12.wwww, cb6[r12.z + 1].xyzx
        ne r10.w, l(0.000000), cb6[r12.z + 4].x
        if_nz r10.w
          mul r16.xyz, -r14.yyyy, cb6[r12.z + 10].xyzx
          mad r16.xyz, cb6[r12.z + 9].xyzx, -r14.xxxx, r16.xyzx
          mad r16.xyz, cb6[r12.z + 11].xyzx, -r14.zzzz, r16.xyzx
          div r11.xw, r16.xxxy, r16.zzzz
          mad r11.xw, r11.xxxw, cb6[r12.z + 4].xxxx, cb6[r12.z + 4].yyyz
          mov r11.xw, |r11.xxxw|
          mul_sat r10.w, r16.z, cb6[r12.z + 4].w
          sample_l_indexable(texture2d)(float,float,float,float) r16.xyz, r11.xwxx, t5.xyzw, s1, l(0.000000)
          add r17.xyz, -r16.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
          mad r16.xyz, r10.wwww, r17.xyzx, r16.xyzx
          mul r15.xyz, r15.xyzx, r16.xyzx
        endif 
        if_nz r0.w
          dp3 r10.w, r14.xyzx, r14.xyzx
          rsq r10.w, r10.w
          mul r16.xyz, r10.wwww, r14.xyzx
          mad r17.xyz, r14.xyzx, r10.wwww, -r7.xyzx
          dp3 r10.w, r17.xyzx, r17.xyzx
          rsq r10.w, r10.w
          mul r17.xyz, r10.wwww, r17.xyzx
          dp3 r10.w, r1.xyzx, r16.xyzx
          mov_sat r11.x, r10.w
          dp3 r11.w, r1.xyzx, r17.xyzx
          max r11.w, r11.w, l(0.000001)
          min r11.w, r11.w, l(1.000000)
          mad_sat r10.w, r10.w, l(5.000000), l(0.500000)
          mad r10.w, r10.w, r1.w, r6.x
          mad r12.x, r11.x, l(0.500000), l(0.500000)
          mul r10.w, r10.w, r12.x
          log r11.w, r11.w
          mul r11.w, r5.w, r11.w
          exp r11.w, r11.w
          div r11.w, r11.w, r7.w
          mul r11.x, r11.x, r11.w
          mul r11.x, r11.x, l(0.010000)
          mad r16.xyz, r8.xyzx, r10.wwww, r11.xxxx
          mad r13.xyz, r16.xyzx, r15.xyzx, r13.xyzx
        else 
          dp3 r10.w, r14.xyzx, r14.xyzx
          rsq r10.w, r10.w
          mul r16.xyz, r10.wwww, r14.xyzx
          mad r14.xyz, r14.xyzx, r10.wwww, -r7.xyzx
          dp3 r10.w, r14.xyzx, r14.xyzx
          rsq r10.w, r10.w
          mul r14.xyz, r10.wwww, r14.xyzx
          dp3 r10.w, r1.xyzx, r16.xyzx
          mov_sat r11.x, r10.w
          dp3_sat r11.w, r1.xyzx, r14.xyzx
          dp3_sat r12.x, r16.xyzx, r14.xyzx
          add r12.w, r10.w, cb6[r12.z + 15].w
          mul r12.w, r12.w, l(0.333330)
          max_sat r10.w, r10.w, r12.w
          mul r10.w, r10.w, cb6[r12.z + 15].z
          mul r11.w, r11.w, r11.w
          mad r11.w, r11.w, r2.w, l(1.000000)
          mul r11.w, r11.w, r11.w
          mul r11.w, r11.w, l(3.141593)
          div r11.w, r4.w, r11.w
          mul r12.z, r12.x, r12.x
          mad r12.z, r12.z, r4.z, r4.x
          mul r12.z, r12.z, l(4.000000)
          rcp r12.z, r12.z
          mad r12.w, r12.x, l(-5.554730), l(-6.983160)
          mul r12.x, r12.x, r12.w
          exp r12.x, r12.x
          add r14.xyz, r3.xyzx, r12.xxxx
          mad r14.xyz, r14.xyzx, cb2[4].wwww, cb2[4].xyzx
          mul r11.w, r11.w, r12.z
          mul r12.xzw, r14.xxyz, r11.wwww
          mul r12.xzw, r11.xxxx, r12.xxzw
          mad r12.xzw, r5.xxyz, r10.wwww, r12.xxzw
          mad r13.xyz, r12.xzwx, r15.xyzx, r13.xyzx
        endif 
      endif 
      iadd r9.y, r9.y, l(1)
    endif 
    iadd r10.y, r10.y, l(1)
    mov r8.w, r10.z
  endloop 
  iadd r0.x, r10.x, r9.y
  iadd r0.x, r9.x, r0.x
  utof r0.x, r0.x
  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 r13.w, l(0)
  mad r0.xzw, r0.xxxx, l(1.000000, 0.000000, -1.000000, 0.000000), r13.wwyw
  mov r1.xz, r13.xxzx
  mov r1.y, l(1.000000)
  add r0.xzw, r0.xxzw, r1.xxyz
  movc r0.xyz, r0.yyyy, r0.xzwx, r13.xyzx
  movc r0.xyz, cb0[4].zzzz, r0.xyzx, r13.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 523 instruction slots used

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


/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HLSL errors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D:\GAMES\Outlast 2\Binaries\Win64\ShaderCache\aafaba94016f25ab-ps_replace.txt(202,19-61): error X3018: invalid subscript '_m01_m11_m21'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
