// Blood
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Fri Jun 02 13:31:10 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12
//   float OcclusionPercentage;         // Offset:   76 Size:     4 [unused]
//   float4 UniformPixelVector_0;       // Offset:   80 Size:    16
//   float4 UniformPixelVector_1;       // Offset:   96 Size:    16
//   float4 UniformPixelVector_2;       // Offset:  112 Size:    16
//   float4 UniformPixelVector_3;       // Offset:  128 Size:    16
//   float4 UniformPixelVector_4;       // Offset:  144 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  160 Size:    16 [unused]
//   float4 UniformPixelScalars_1;      // Offset:  176 Size:    16 [unused]
//   float4 UniformPixelScalars_2;      // Offset:  192 Size:    16
//   float4 UniformPixelScalars_3;      // Offset:  208 Size:    16
//   float4 CameraWorldPosition;        // Offset:  224 Size:    16 [unused]
//   float4 CameraRight;                // Offset:  240 Size:    16 [unused]
//   float4 CameraUp;                   // Offset:  256 Size:    16 [unused]
//   float4 ScreenAlignment;            // Offset:  272 Size:    16 [unused]
//   float NormalsType;                 // Offset:  288 Size:     4 [unused]
//   float4 NormalsSphereCenter;        // Offset:  304 Size:    16 [unused]
//   float4 NormalsCylinderUnitDirection;// Offset:  320 Size:    16 [unused]
//   float2 RotationCenter;             // Offset:  336 Size:     8 [unused]
//   float AxisRotationVectorSourceIndex;// Offset:  344 Size:     4 [unused]
//   float4 AxisRotationVectors[2];     // Offset:  352 Size:    32 [unused]
//   float4 ParticleUpRightResultScalars;// Offset:  384 Size:    16 [unused]
//   float3 FakeCameraDirection;        // Offset:  400 Size:    12 [unused]
//   float3 LightingChannelsAndModel;   // Offset:  416 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:  432 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:  448 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:  464 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:  480 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:  488 Size:     4 [unused]
//   bool4 bClusteredForwardRenderingOptions;// Offset:  496 Size:    16
//   float4 WorldIncidentLighting[3];   // Offset:  512 Size:    48
//   float3 UpperSkyColor;              // Offset:  560 Size:    12
//   float3 LowerSkyColor;              // Offset:  576 Size:    12
//   bool bEnableSHLight;               // Offset:  588 Size:     4
//   bool bEnableSkyLight;              // Offset:  592 Size:     4
//   bool bEnableDominantDirectionalLight;// Offset:  596 Size:     4
//   bool2 bEnableReflections;          // Offset:  600 Size:     8
//   float4 LightPositionAndInvRadius;  // Offset:  608 Size:    16
//   float4 LightColorAndFalloffExponent;// Offset:  624 Size:    16
//   float3 DominantDirectionalLightDirection;// Offset:  640 Size:    12
//   float4 DominantDirectionalLightColor;// Offset:  656 Size:    16
//   uint3 LightingChannelsInt;         // Offset:  672 Size:    12
//   float4 AmbientColorAndSkyFactor;   // Offset:  688 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  704 Size:     4
//
// }
//
// 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
//
// }
//
// 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
// SceneDepthTextureSampler          sampler      NA          NA    2        1
// PixelTexture2D_0Sampler           sampler      NA          NA    3        1
// PixelTexture2D_1Sampler           sampler      NA          NA    4        1
// PixelTexture2D_2Sampler           sampler      NA          NA    5        1
// ShadowComparisonSampler         sampler_c      NA          NA    6        1
// EnvironmentBRDFTexture            texture  float4          2d    0        1
// LightIndexListTexture             texture    uint         buf    1        1
// ClusteredTexture3D                texture   uint2          3d    2        1
// ShadowMapAtlasTexture             texture  float4          2d    3        1
// RandomAngles3DTexture             texture  float4          3d    4        1
// EnvironmentReflectionTextureArray    texture  float4   cubearray    6        1
// ExteriorReflectionTexture         texture  float4        cube    8        1
// SceneDepthTexture                 texture  float4          2d    9        1
// PixelTexture2D_0                  texture  float4          2d   10        1
// PixelTexture2D_1                  texture  float4          2d   11        1
// PixelTexture2D_2                  texture  float4          2d   12        1
// $Globals                          cbuffer      NA          NA    0        1
// VSOffsetConstants                 cbuffer      NA          NA    1        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                10   xyzw        0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy  
// TEXCOORD                 1   xyzw        3     NONE   float      w
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// SV_Position              0   xyzw        6      POS   float   xy  
// SV_IsFrontFace           0   x           7    FFACE    uint       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[45], immediateIndexed
dcl_constantbuffer cb1[4], 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_comparison
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (uint,uint,uint,uint) t1
dcl_resource_texture3d (uint,uint,uint,uint) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture3d (float,float,float,float) t4
dcl_resource_texturecubearray (float,float,float,float) t6
dcl_resource_texturecube (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_resource_texture2d (float,float,float,float) t12
dcl_input_ps linear v0.xyz
dcl_input_ps linear v1.xyzw
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_input_ps_siv linear noperspective v6.xy, position
dcl_output o0.xyzw
//dcl_temps 19
dcl_temps 30

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r30.xyzw, l(0, 0, 0, 0), t125.xyzw

dp3 r0.x, v1.xyzx, v1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v1.xyzx
dp3 r0.w, v0.xyzx, v0.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v0.xyzx
mul r2.xyz, r0.zxyz, r1.yzxy
mad r2.xyz, r0.yzxy, r1.zxyz, -r2.xyzx
mul r2.xyz, r2.xyzx, v1.wwww
mul r3.xyz, v5.yyyy, cb1[1].xywx
mad r3.xyz, cb1[0].xywx, v5.xxxx, r3.xyzx
mad r3.xyz, cb1[2].xywx, v5.zzzz, r3.xyzx

//Fix
add r30.w, r3.z, -r30.y
mul r30.w, r30.x, r30.w
add r3.x, r3.x, r30.w

mad r3.xyz, cb1[3].xywx, v5.wwww, r3.xyzx
dp3 r0.w, -v5.xyzx, -v5.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, -v5.xyzx
mul r5.xyz, r2.xyzx, r4.yyyy
mad r5.xyz, r4.xxxx, r1.xyzx, r5.xyzx
mad r5.xyz, r4.zzzz, r0.xyzx, r5.xyzx
dp3 r1.w, r5.xyzx, r5.xyzx
rsq r1.w, r1.w
mul r5.xyz, r1.wwww, r5.xyzx
mad r6.xy, v2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), cb0[6].xyxx
sample_b_indexable(texture2d)(float,float,float,float) r6.xy, r6.xyxx, t10.xyzw, s3, l(0.000000)
mad r6.xy, r6.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
add r6.zw, v2.xxxy, cb0[7].xxxy
sample_b_indexable(texture2d)(float,float,float,float) r6.zw, r6.zwzz, t10.zwxy, s3, l(0.000000)
mad r6.xy, r6.zwzz, l(2.000000, 2.000000, 0.000000, 0.000000), r6.xyxx
add r6.xy, r6.xyxx, l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r6.xy, cb0[12].wwww, r6.xyxx, v2.xyxx
sample_b_indexable(texture2d)(float,float,float,float) r7.xyz, r6.xyxx, t11.xyzw, s4, l(0.000000)
mad r7.xyz, r7.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r1.w, r7.xyzx, r7.xyzx
rsq r1.w, r1.w
mul r8.xyz, r1.wwww, r7.xyzx
dp3 r1.x, r1.xyzx, r8.xyzx
dp3 r1.y, r2.xyzx, r8.xyzx
dp3 r1.z, r0.xyzx, r8.xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, r1.xyzx
add r1.xyz, -cb0[5].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r2.xyz, cb0[8].xyzx, cb0[8].wwww
sample_b_indexable(texture2d)(float,float,float,float) r6.xyzw, r6.xyxx, t12.xyzw, s5, l(0.000000)
mul r8.xyz, cb0[9].xyzx, cb0[9].wwww
mad r2.xyz, r2.xyzx, r6.xyzx, r8.xyzx
mul r1.xyz, r1.xyzx, r2.xyzx
if_nz cb0[37].x
  mul r2.xyz, r1.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
  mad r6.xy, r0.zzzz, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  mul r6.xy, r6.xyxx, r6.xyxx
  mul r8.xyz, r2.xyzx, r6.xxxx
  mul r2.xyz, r2.xyzx, r6.yyyy
  mul r2.xyz, r2.xyzx, cb0[36].xyzx
  mad r2.xyz, r8.xyzx, cb0[35].xyzx, r2.xyzx
  mul r2.xyz, r2.xyzx, cb0[43].wwww
else 
  mov r2.xyz, l(0,0,0,0)
endif 
mul r6.xyz, r1.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
mul r8.yzw, r0.yyzx, l(0.000000, -1.02332771, 1.02332771, -1.02332771)
mov r8.x, l(0.886227548)
dp4 r9.x, cb0[32].xyzw, r8.xyzw
dp4 r9.y, cb0[33].xyzw, r8.xyzw
dp4 r9.z, cb0[34].xyzw, r8.xyzw
max r8.xyz, r9.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r9.x, cb0[32].x, l(0.886226952)
mul r9.y, cb0[33].x, l(0.886226952)
mul r9.z, cb0[34].x, l(0.886226952)
max r9.xyz, r9.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r9.xyz, r6.xyzx, r9.xyzx
mad r8.xyz, r6.xyzx, r8.xyzx, r9.xyzx
add r8.xyz, r2.xyzx, r8.xyzx
movc r2.xyz, cb0[36].wwww, r8.xyzx, r2.xyzx
dp3_sat r1.w, r5.xyzx, r7.xyzx
mul r2.w, r1.w, cb0[13].w
mad r5.xyz, -v5.xyzx, r0.wwww, cb0[38].xyzx
dp3 r3.w, r5.xyzx, r5.xyzx
rsq r3.w, r3.w
mul r5.xyz, r3.wwww, r5.xyzx
dp3 r3.w, r0.xyzx, cb0[38].xyzx
mov_sat r4.w, r3.w
dp3 r5.x, r0.xyzx, r5.xyzx
max r5.x, r5.x, l(0.000001)
min r5.x, r5.x, l(1.000000)
mad_sat r3.w, r3.w, l(5.000000), l(0.500000)
mad r1.w, -cb0[13].w, r1.w, l(1.000000)
mad r3.w, r3.w, r1.w, r2.w
mad r5.y, r4.w, l(0.500000), l(0.500000)
mul r3.w, r3.w, r5.y
mul r5.y, cb0[13].y, cb0[13].y
mul r5.y, r5.y, r5.y
div r5.z, l(2.000000), r5.y
add r5.z, r5.z, l(-2.000000)
max r5.z, r5.z, l(0.000010)
log r5.x, r5.x
mul r5.x, r5.x, r5.z
exp r5.x, r5.x
mul r5.y, r5.y, l(3.14159274)
div r5.x, r5.x, r5.y
mul r4.w, r4.w, r5.x
mul r4.w, r4.w, l(0.010000)
mad r7.xyz, r6.xyzx, r3.wwww, r4.wwww
mad r2.xyz, r7.xyzx, cb0[39].xyzx, r2.xyzx
mad r1.xyz, r1.xyzx, cb0[43].xyzx, r2.xyzx
dp3 r2.x, r0.xyzx, r4.xyzx
lt r2.z, r2.x, l(0.000000)
add r3.w, r2.x, r2.x
mad r7.xyz, r0.xyzx, -r3.wwww, r4.xyzx
movc r7.xyz, r2.zzzz, r0.xyzx, -r7.xyzx
if_nz cb0[37].z
  mov_sat r8.x, r2.x
  mov r8.y, cb0[13].y
  sample_l_indexable(texture2d)(float,float,float,float) r5.xw, r8.xyxx, t0.xzwy, s1, l(0.000000)
  log r2.z, cb0[13].y
  mad r2.z, r2.z, l(1.800000), l(8.000000)
  max r2.z, r2.z, l(0.000000)
  sample_l_indexable(texturecube)(float,float,float,float) r8.xyz, r7.xyzx, t8.xyzw, s1, r2.z
  mad r2.z, r5.x, l(0.040000), r5.w
  mad r1.xyz, r8.xyzx, r2.zzzz, r1.xyzx
endif 
if_nz cb0[42].z
  add r8.xyz, v5.xyzx, cb0[4].xyzx
  movc r2.z, cb0[37].y, cb0[41].w, l(0)
  if_nz cb0[31].x
    ftou r5.xw, v6.xxxy
    ushr r9.xy, r5.xwxx, l(6, 6, 0, 0)
    mul r3.w, r3.z, l(0.010000)
    log r3.w, r3.w
    mad r3.w, r3.w, l(3.11064339), l(1.000000)
    max r3.w, r3.w, l(0.000000)
    ftou r9.z, r3.w
    mov r9.w, l(0)
    ld_indexable(texture3d)(uint,uint,uint,uint) r5.xw, r9.xyzw, t2.xzwy
    and r3.w, r5.w, l(255)
    ubfe r9.xy, l(8, 8, 0, 0), l(8, 16, 0, 0), r5.wwww
    lod r4.w, r8.xyzx, t4.y, s0
    round_ne r4.w, r4.w
    exp r4.w, -r4.w
    mul r10.xyz, r4.wwww, r8.xyzx
    sample_l_indexable(texture3d)(float,float,float,float) r9.zw, r10.xyzx, t4.zwxy, s0, l(0.000000)
  endif 
  lt r4.w, l(0.000000), r2.z
  if_nz r4.w
    if_nz cb0[31].w
      mov r10.x, r2.z
      mov r4.w, l(0)
      loop 
        uge r5.w, r4.w, r9.y
        breakc_nz r5.w
        iadd r5.w, r4.w, r5.x
        ld_indexable(buffer)(uint,uint,uint,uint) r5.w, r5.wwww, t1.yzwx
        imul null, r5.w, r5.w, l(9)
        mul r10.yzw, r8.yyyy, cb9[r5.w + 1].xxyz
        mad r10.yzw, cb9[r5.w + 0].xxyz, r8.xxxx, r10.yyzw
        mad r10.yzw, cb9[r5.w + 2].xxyz, r8.zzzz, r10.yyzw
        add r10.yzw, r10.yyzw, cb9[r5.w + 3].xxyz
        add r11.xy, r10.yzyy, -cb9[r5.w + 6].xyxx
        lt r11.xy, cb9[r5.w + 6].zwzz, |r11.xyxx|
        or r7.w, r11.y, r11.x
        if_z r7.w
          mad r7.w, r10.w, cb9[r5.w + 8].y, cb9[r5.w + 8].z
          max r7.w, r7.w, cb9[r5.w + 8].x
          min r8.w, r10.w, l(0.999000)
          mad r11.xyzw, r9.zwwz, cb9[r5.w + 4].xzyw, cb9[r5.w + 5].xzyw
          mad r12.xyzw, r11.xyzw, l(0.250000, 0.250000, -0.500000, -0.500000), r10.yzyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r5.w, r12.xyxx, t3.xxxx, s6, r8.w
          mad r11.xyzw, -r11.xyzw, l(0.250000, 0.250000, -0.500000, -0.500000), r10.yzyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.y, r11.xyxx, t3.xxxx, s6, r8.w
          add r5.w, r5.w, r10.y
          sample_c_lz_indexable(texture2d)(float,float,float,float) r10.y, r12.zwzz, t3.xxxx, s6, r8.w
          add r5.w, r5.w, r10.y
          sample_c_lz_indexable(texture2d)(float,float,float,float) r8.w, r11.zwzz, t3.xxxx, s6, r8.w
          add r5.w, r5.w, r8.w
          mul r5.w, r5.w, l(0.250000)
          mul r5.w, r5.w, r5.w
          max r5.w, r7.w, r5.w
          min r10.x, r5.w, r10.x
        endif 
        iadd r4.w, r4.w, l(1)
      endloop 
      min r2.z, r2.z, r10.x
    endif 
    mul r10.xyz, r2.zzzz, cb0[41].xyzx
    mad r11.xyz, -v5.xyzx, r0.wwww, cb0[40].xyzx
    dp3 r0.w, r11.xyzx, r11.xyzx
    rsq r0.w, r0.w
    mul r11.xyz, r0.wwww, r11.xyzx
    dp3 r0.w, r0.xyzx, cb0[40].xyzx
    mov_sat r2.z, r0.w
    dp3 r4.w, r0.xyzx, r11.xyzx
    max r4.w, r4.w, l(0.000001)
    min r4.w, r4.w, l(1.000000)
    mad_sat r0.w, r0.w, l(5.000000), l(0.500000)
    mad r0.w, r0.w, r1.w, r2.w
    mad r5.w, r2.z, l(0.500000), l(0.500000)
    mul r0.w, r0.w, r5.w
    log r4.w, r4.w
    mul r4.w, r4.w, r5.z
    exp r4.w, r4.w
    div r4.w, r4.w, r5.y
    mul r2.z, r2.z, r4.w
    mul r2.z, r2.z, l(0.010000)
    mad r11.xyz, r6.xyzx, r0.wwww, r2.zzzz
    mul r10.xyz, r10.xyzx, r11.xyzx
  else 
    mov r10.xyz, l(0,0,0,0)
  endif 
  if_nz cb0[31].x
    iadd r0.w, r9.y, r5.x
    if_nz cb0[31].y
      mov_sat r2.x, r2.x
      mov r2.y, cb0[13].y
      sample_l_indexable(texture2d)(float,float,float,float) r2.xy, r2.xyxx, t0.xyzw, s1, l(0.000000)
      log r2.z, cb0[13].y
      mad r2.z, r2.z, l(1.800000), l(8.000000)
      mad r2.x, r2.x, l(0.040000), r2.y
      mov r11.xyz, l(0,0,0,0)
      mov r2.y, r0.w
      mov r4.w, l(0)
      mov r5.x, l(0)
      loop 
        uge r5.w, r5.x, r9.x
        breakc_nz r5.w
        iadd r5.w, r2.y, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r7.w, r2.yyyy, t1.yzwx
        imul null, r7.w, r7.w, l(6)
        and r8.w, cb0[42].y, cb8[r7.w + 2].w
        if_nz r8.w
          add r12.xyz, r8.xyzx, -cb8[r7.w + 0].xyzx
          dp2 r13.x, cb8[r7.w + 1].xyxx, r12.xyxx
          dp2 r13.y, cb8[r7.w + 1].zwzz, r12.xyxx
          mul r13.z, r12.z, cb8[r7.w + 3].z
          add_sat r12.xyz, |r13.xyzx|, cb8[r7.w + 4].xyzx
          mul r12.xyz, r12.xyzx, cb8[r7.w + 5].xyzx
          max r8.w, r12.z, r12.y
          max r8.w, r8.w, r12.x
          add r8.w, -r8.w, l(1.000000)
          lt r9.y, l(0.000000), r8.w
          if_nz r9.y
            dp2 r12.x, cb8[r7.w + 1].xyxx, r7.xyxx
            dp2 r12.y, cb8[r7.w + 1].zwzz, r7.xyxx
            mul r12.z, r7.z, cb8[r7.w + 3].z
            lt r14.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), r12.xyzx
            lt r15.xyz, r12.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
            iadd r14.xyz, r14.xyzx, -r15.xyzx
            itof r14.xyz, r14.xyzx
            mad r13.xyz, r13.xyzx, r14.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
            div r12.xyz, r13.xyzx, |r12.xyzx|
            min r9.y, r12.z, r12.y
            min r9.y, r9.y, r12.x
            mul_sat r10.w, r9.y, cb8[r7.w + 3].w
            mul r11.w, r8.w, r10.w
            mad r12.xyz, r9.yyyy, r7.xyzx, r8.xyzx
            add r12.xyz, r12.xyzx, -cb8[r7.w + 0].xyzx
            max r9.y, r2.z, cb8[r7.w + 5].w
            mov r12.w, cb8[r7.w + 0].w
            sample_l_indexable(texturecubearray)(float,float,float,float) r12.xyz, r12.xyzw, t6.xyzw, s1, r9.y
            mul r12.xyz, r12.xyzx, cb8[r7.w + 4].wwww
            mul r12.xyz, r2.xxxx, r12.xyzx
            mad r11.xyz, r12.xyzx, r11.wwww, r11.xyzx
            mad r4.w, r8.w, r10.w, r4.w
          endif 
        endif 
        iadd r5.x, r5.x, l(1)
        mov r2.y, r5.w
      endloop 
      lt r2.x, l(1.000000), r4.w
      div r7.xyz, r11.xyzx, r4.wwww
      movc r2.xyz, r2.xxxx, r7.xyzx, r11.xyzx
      mad r10.xyz, r2.xyzx, cb0[44].xxxx, r10.xyzx
    endif 
    iadd r0.w, r9.x, r0.w
    if_nz cb0[31].z
      mov r7.yz, l(0,-1.000000,1.000000,0)
      mov r2.y, l(-1.000000)
      mov r11.xyz, r10.xyzx
      mov r2.z, r0.w
      mov r4.w, l(0)
      loop 
        uge r5.x, r4.w, r3.w
        breakc_nz r5.x
        iadd r5.x, r2.z, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r5.w, r2.zzzz, t1.yzwx
        imul null, r8.w, r5.w, l(23)
        and r9.x, cb0[42].x, cb6[r8.w + 2].w
        if_nz r9.x
          add r12.xyz, -r8.xyzx, cb6[r8.w + 0].xyzx
          mul r13.xyz, r12.xyzx, cb6[r8.w + 0].wwww
          dp3 r9.x, r13.xyzx, r13.xyzx
          min r9.x, r9.x, l(1.000000)
          add r9.x, -r9.x, l(1.000000)
          log r9.x, r9.x
          mul r9.x, r9.x, cb6[r8.w + 1].w
          exp r9.x, r9.x
          lt r9.y, l(0.000000), cb6[r8.w + 3].x
          if_nz r9.y
            dp3 r10.w, r12.xyzx, r12.xyzx
            rsq r10.w, r10.w
            mul r13.xyz, r10.wwww, r12.xyzx
            dp3 r10.w, r13.xyzx, -cb6[r8.w + 2].xyzx
            add r10.w, r10.w, -cb6[r8.w + 3].x
            mul_sat r10.w, r10.w, cb6[r8.w + 3].y
            mul r10.w, r10.w, r10.w
            mul r9.x, r9.x, r10.w
          endif 
          lt r10.w, l(0.000010), r9.x
          if_nz r10.w
            ine r10.w, l(0), cb6[r8.w + 3].z
            ieq r10.w, r10.w, l(-1)
            if_nz r10.w
              if_nz r9.y
                mul r13.xyzw, r8.yyyy, cb6[r8.w + 6].xyzw
                mad r13.xyzw, cb6[r8.w + 5].xyzw, r8.xxxx, r13.xyzw
                mad r13.xyzw, cb6[r8.w + 7].xyzw, r8.zzzz, r13.xyzw
                add r13.xyzw, r13.zxyw, cb6[r8.w + 8].zxyw
                div r13.yz, r13.yyzy, r13.wwww
              else 
                max r9.y, |r12.z|, |r12.y|
                max r9.y, r9.y, |r12.x|
                lt r14.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), -r12.xyzx
                lt r15.xyz, -r12.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
                iadd r10.w, r14.x, -r15.x
                itof r7.x, r10.w
                mul r16.xy, r7.xyxx, -r12.zyzz
                eq r17.xyz, -r12.xyzx, |r12.xyzx|
                eq r14.xw, |r12.xxxy|, r9.yyyy
                iadd r14.yz, -r14.yyzy, r15.yyzy
                itof r7.w, r14.y
                mul r15.xy, r7.zwzz, -r12.xzxx
                itof r2.x, r14.z
                mul r18.xy, r2.xyxx, -r12.xyxx
                movc r17.xyz, r17.xyzx, l(0,2,4,0), l(1,3,5,0)
                mov r15.z, r17.y
                mov r18.z, r17.z
                movc r14.yzw, r14.wwww, r15.xxyz, r18.xxyz
                mov r16.z, r17.x
                movc r14.xyz, r14.xxxx, r16.xyzx, r14.yzwy
                div r7.xw, r14.xxxy, r9.yyyy
                imad r2.x, r5.w, l(23), r14.z
                mad r13.yz, r7.xxwx, cb6[r2.x + 17].xxyx, cb6[r2.x + 17].zzwz
                mul r13.x, r9.y, cb6[r8.w + 0].w
              endif 
              mad r14.xyzw, r9.zwwz, cb6[r8.w + 13].xzyw, cb6[r8.w + 14].xzyw
              mad r15.xyzw, r14.xyzw, l(0.250000, 0.250000, -0.500000, -0.500000), r13.yzyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r2.x, r15.xyxx, t3.xxxx, s6, r13.x
              mad r14.xyzw, -r14.xyzw, l(0.250000, 0.250000, -0.500000, -0.500000), r13.yzyz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r5.w, r14.xyxx, t3.xxxx, s6, r13.x
              add r2.x, r2.x, r5.w
              sample_c_lz_indexable(texture2d)(float,float,float,float) r5.w, r15.zwzz, t3.xxxx, s6, r13.x
              add r2.x, r2.x, r5.w
              sample_c_lz_indexable(texture2d)(float,float,float,float) r5.w, r14.zwzz, t3.xxxx, s6, r13.x
              add r2.x, r2.x, r5.w
              mul r2.x, r2.x, l(0.250000)
              mul r2.x, r2.x, r2.x
              mul r9.x, r2.x, r9.x
            endif 
            mul r13.xyz, r9.xxxx, cb6[r8.w + 1].xyzx
            dp3 r2.x, r12.xyzx, r12.xyzx
            rsq r2.x, r2.x
            mul r14.xyz, r2.xxxx, r12.xyzx
            mad r12.xyz, r12.xyzx, r2.xxxx, r4.xyzx
            dp3 r2.x, r12.xyzx, r12.xyzx
            rsq r2.x, r2.x
            mul r12.xyz, r2.xxxx, r12.xyzx
            dp3 r2.x, r0.xyzx, r14.xyzx
            mov_sat r5.w, r2.x
            dp3 r7.x, r0.xyzx, r12.xyzx
            max r7.x, r7.x, l(0.000001)
            min r7.x, r7.x, l(1.000000)
            mad_sat r2.x, r2.x, l(5.000000), l(0.500000)
            mad r2.x, r2.x, r1.w, r2.w
            mad r7.w, r5.w, l(0.500000), l(0.500000)
            mul r2.x, r2.x, r7.w
            log r7.x, r7.x
            mul r7.x, r5.z, r7.x
            exp r7.x, r7.x
            div r7.x, r7.x, r5.y
            mul r5.w, r5.w, r7.x
            mul r5.w, r5.w, l(0.010000)
            mad r12.xyz, r6.xyzx, r2.xxxx, r5.wwww
            mad r11.xyz, r12.xyzx, r13.xyzx, r11.xyzx
          endif 
        endif 
        iadd r4.w, r4.w, l(1)
        mov r2.z, r5.x
      endloop 
      mov r10.xyz, r11.xyzx
    endif 
  endif 
  add r1.xyz, r1.xyzx, r10.xyzx
endif 
mul r0.xyz, cb0[5].xyzx, cb2[13].xxxx
mad r0.xyz, r1.xyzx, cb2[13].xxxx, r0.xyzx
add r0.w, v3.w, l(-1.000000)
mul r0.w, r0.w, cb0[13].z
mad_sat r0.w, r6.w, cb0[13].z, r0.w
div r1.xy, r3.xyxx, r3.zzzz
mad r1.xy, r1.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t9.xyzw, s2, l(0.000000)
max r1.x, r1.x, l(0.00100000994)
mad r1.x, r1.x, cb2[1].z, -cb2[1].w
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
add r1.x, -r3.z, r1.x
mul_sat r1.x, r1.x, l(999.999939)
mul o0.w, r0.w, r1.x
mad o0.xyz, r0.xyzx, v4.wwww, v4.xyzx
ret 
// Approximately 408 instruction slots used
