// Batch Halo Fix - DHR
// ---- Created with 3Dmigoto v1.2.57 on Thu Apr 27 19:06:54 2017

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float TwoSidedSign : packoffset(c4);
  float3 CameraWorldPos : packoffset(c4.y);
  float4 PrimitiveDynamicData : packoffset(c5);
  float OcclusionPercentage : packoffset(c6);
  float4 UniformPixelVector_0 : packoffset(c7);
  float4 UniformPixelVector_1 : packoffset(c8);
  float4 UniformPixelScalars_0 : packoffset(c9);
  float4 UniformPixelScalars_1 : packoffset(c10);
  float4 CameraWorldPosition : packoffset(c11);
  float4 CameraRight : packoffset(c12);
  float4 CameraUp : packoffset(c13);
  float4 ScreenAlignment : packoffset(c14);
  float NormalsType : packoffset(c15);
  float4 NormalsSphereCenter : packoffset(c16);
  float4 NormalsCylinderUnitDirection : packoffset(c17);
  float2 RotationCenter : packoffset(c18);
  float AxisRotationVectorSourceIndex : packoffset(c18.z);
  float4 AxisRotationVectors[2] : packoffset(c19);
  float4 ParticleUpRightResultScalars : packoffset(c21);
  float3 FakeCameraDirection : packoffset(c22);
  float3 LightingChannelsAndModel : packoffset(c23);
  float3 UpperSkyColor : packoffset(c24);
  float3 LowerSkyColor : packoffset(c25);
  bool bEnableSkyLight : packoffset(c25.w);
  float4 AmbientColorAndSkyFactor : packoffset(c26);
  float EnvironmentReflectionFactor : packoffset(c27);
}

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

cbuffer PSOffsetConstants : register(b2)
{
  float4 ScreenPositionScaleBias : packoffset(c0);
  float4 MinZ_MaxZRatio : packoffset(c1);
  float NvStereoEnabled : packoffset(c2);
  float MetallicOverrideParameter : packoffset(c2.y);
  float4 DiffuseOverrideParameter : packoffset(c3);
  float4 SpecularOverrideParameter : packoffset(c4);
  float4 CameraPositionPS : packoffset(c5);
  float4 ScreenAndTexelSize : packoffset(c6);
  float4 ViewClampRect : packoffset(c7);
  float2 ProjectionInvScale : packoffset(c8);
  float4x4 ViewProjectionMatrixPS : packoffset(c9);
  float2 SceneColorExponentBias : packoffset(c13);
}

SamplerState SceneDepthTextureSampler_s : register(s2);
SamplerState PixelTexture2D_0Sampler_s : register(s3);
Texture2D<float4> SceneDepthTexture : register(t1);
Texture2D<float4> PixelTexture2D_0 : register(t2);


// 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,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = ViewProjectionMatrix._m01_m11_m31 * v5.yyy;
  r0.xyz = ViewProjectionMatrix._m00_m10_m30 * v5.xxx + r0.xyz;
  r0.xyz = ViewProjectionMatrix._m02_m12_m32 * v5.zzz + r0.xyz;
  r0.xyz = ViewProjectionMatrix._m03_m13_m33 * v5.www + r0.xyz;

  //Fix Halo
  float4 stereo = StereoParams.Load(0);
  r0.x += stereo.x * (r0.z - stereo.y);  
  
  r0.xy = r0.xy / r0.zz;
  r0.xy = r0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  
  r0.x = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.xy, 0).x;
  r0.x = max(0.00100000994, r0.x);
  r0.x = r0.x * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.x = 1 / r0.x;
  r0.x = r0.x + -r0.z;
  r0.x = saturate(0.0199999996 * r0.x);
  r0.y = dot(v1.xyz, v1.xyz);
  r0.y = rsqrt(r0.y);
  r0.yzw = v1.xyz * r0.yyy;
  r1.x = dot(v0.xyz, v0.xyz);
  r1.x = rsqrt(r1.x);
  r1.xyz = v0.xyz * r1.xxx;
  r2.xyz = r1.yzx * r0.wyz;
  r2.xyz = r0.zwy * r1.zxy + -r2.xyz;
  r2.xyz = v1.www * r2.xyz;
  r1.w = dot(-v5.xyz, -v5.xyz);
  r1.w = rsqrt(r1.w);
  r3.xyz = -v5.xyz * r1.www;
  r2.xyz = r3.yyy * r2.xyz;
  r1.xyz = r3.xxx * r1.xyz + r2.xyz;
  r0.yzw = r3.zzz * r0.yzw + r1.xyz;
  r0.y = dot(r0.yzw, r0.yzw);
  r0.y = rsqrt(r0.y);
  r0.y = r0.w * r0.y;
  r0.y = max(9.99999997e-007, abs(r0.y));
  r0.y = log2(r0.y);
  r0.y = UniformPixelScalars_1.y * r0.y;
  r0.y = exp2(r0.y);
  r1.xyz = PixelTexture2D_0.SampleBias(PixelTexture2D_0Sampler_s, v2.xy, 0).xyz;
  r0.z = v3.w * r1.x;
  r0.z = max(9.99999997e-007, abs(r0.z));
  r0.z = log2(r0.z);
  r0.z = UniformPixelScalars_0.w * r0.z;
  r0.z = exp2(r0.z);
  r0.z = UniformPixelScalars_1.x * r0.z;
  r0.y = r0.y * r0.z;
  o0.w = r0.y * r0.x;
  r0.x = dot(r1.xyz, float3(0.300000012,0.589999974,0.109999999));
  r0.xyz = r0.xxx + -r1.xyz;
  r0.xyz = UniformPixelScalars_0.xxx * r0.xyz + r1.xyz;
  r1.xyz = UniformPixelVector_1.www * UniformPixelVector_1.xyz;
  r0.xyz = r1.xyz * r0.xyz;
  r0.xyz = max(float3(9.99999997e-007,9.99999997e-007,9.99999997e-007), abs(r0.xyz));
  r0.xyz = log2(r0.xyz);
  r0.xyz = UniformPixelScalars_0.yyy * r0.xyz;
  r0.xyz = exp2(r0.xyz);
  r0.xyz = UniformPixelScalars_0.zzz * r0.xyz;
  r0.xyz = PrimitiveDynamicData.www * r0.xyz;
  r0.xyz = v3.www * r0.xyz + UniformPixelVector_0.xyz;
  r0.xyz = SceneColorExponentBias.xxx * r0.xyz;
  o0.xyz = r0.xyz * v4.www + v4.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// 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]
//   float4 PrimitiveDynamicData;       // Offset:   80 Size:    16
//   float OcclusionPercentage;         // Offset:   96 Size:     4 [unused]
//   float4 UniformPixelVector_0;       // Offset:  112 Size:    16
//   float4 UniformPixelVector_1;       // Offset:  128 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  144 Size:    16
//   float4 UniformPixelScalars_1;      // Offset:  160 Size:    16
//   float4 CameraWorldPosition;        // Offset:  176 Size:    16 [unused]
//   float4 CameraRight;                // Offset:  192 Size:    16 [unused]
//   float4 CameraUp;                   // Offset:  208 Size:    16 [unused]
//   float4 ScreenAlignment;            // Offset:  224 Size:    16 [unused]
//   float NormalsType;                 // Offset:  240 Size:     4 [unused]
//   float4 NormalsSphereCenter;        // Offset:  256 Size:    16 [unused]
//   float4 NormalsCylinderUnitDirection;// Offset:  272 Size:    16 [unused]
//   float2 RotationCenter;             // Offset:  288 Size:     8 [unused]
//   float AxisRotationVectorSourceIndex;// Offset:  296 Size:     4 [unused]
//   float4 AxisRotationVectors[2];     // Offset:  304 Size:    32 [unused]
//   float4 ParticleUpRightResultScalars;// Offset:  336 Size:    16 [unused]
//   float3 FakeCameraDirection;        // Offset:  352 Size:    12 [unused]
//   float3 LightingChannelsAndModel;   // Offset:  368 Size:    12 [unused]
//   float3 UpperSkyColor;              // Offset:  384 Size:    12 [unused]
//   float3 LowerSkyColor;              // Offset:  400 Size:    12 [unused]
//   bool bEnableSkyLight;              // Offset:  412 Size:     4 [unused]
//   float4 AmbientColorAndSkyFactor;   // Offset:  416 Size:    16 [unused]
//   float EnvironmentReflectionFactor; // Offset:  432 Size:     4 [unused]
//
// }
//
// cbuffer VSOffsetConstants
// {
//
//   float4x4 ViewProjectionMatrix;     // Offset:    0 Size:    64
//   float4x4 ViewProjectionMatrixNoTemporal;// Offset:   64 Size:    64 [unused]
//   float4 CameraPositionVS;           // Offset:  128 Size:    16 [unused]
//   float4 PreViewTranslation;         // Offset:  144 Size:    16 [unused]
//
// }
//
// cbuffer PSOffsetConstants
// {
//
//   float4 ScreenPositionScaleBias;    // Offset:    0 Size:    16
//   float4 MinZ_MaxZRatio;             // Offset:   16 Size:    16
//   float NvStereoEnabled;             // Offset:   32 Size:     4 [unused]
//   float MetallicOverrideParameter;   // Offset:   36 Size:     4 [unused]
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16 [unused]
//   float4 SpecularOverrideParameter;  // Offset:   64 Size:    16 [unused]
//   float4 CameraPositionPS;           // Offset:   80 Size:    16 [unused]
//   float4 ScreenAndTexelSize;         // Offset:   96 Size:    16 [unused]
//   float4 ViewClampRect;              // Offset:  112 Size:    16 [unused]
//   float2 ProjectionInvScale;         // Offset:  128 Size:     8 [unused]
//   float4x4 ViewProjectionMatrixPS;   // Offset:  144 Size:    64 [unused]
//   float2 SceneColorExponentBias;     // Offset:  208 Size:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneDepthTextureSampler          sampler      NA          NA    2        1
// PixelTexture2D_0Sampler           sampler      NA          NA    3        1
// SceneDepthTexture                 texture  float4          2d    1        1
// PixelTexture2D_0                  texture  float4          2d    2        1
// $Globals                          cbuffer      NA          NA    0        1
// VSOffsetConstants                 cbuffer      NA          NA    1        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy  
// TEXCOORD                 1   xyzw        3     NONE   float      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[11], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
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_output o0.xyzw
dcl_temps 4
mul r0.xyz, v5.yyyy, cb1[1].xywx
mad r0.xyz, cb1[0].xywx, v5.xxxx, r0.xyzx
mad r0.xyz, cb1[2].xywx, v5.zzzz, r0.xyzx
mad r0.xyz, cb1[3].xywx, v5.wwww, r0.xyzx
div r0.xy, r0.xyxx, r0.zzzz
mad r0.xy, r0.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s2, l(0.000000)
max r0.x, r0.x, l(0.001000)
mad r0.x, r0.x, cb2[1].z, -cb2[1].w
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
add r0.x, -r0.z, r0.x
mul_sat r0.x, r0.x, l(0.020000)
dp3 r0.y, v1.xyzx, v1.xyzx
rsq r0.y, r0.y
mul r0.yzw, r0.yyyy, v1.xxyz
dp3 r1.x, v0.xyzx, v0.xyzx
rsq r1.x, r1.x
mul r1.xyz, r1.xxxx, v0.xyzx
mul r2.xyz, r0.wyzw, r1.yzxy
mad r2.xyz, r0.zwyz, r1.zxyz, -r2.xyzx
mul r2.xyz, r2.xyzx, v1.wwww
dp3 r1.w, -v5.xyzx, -v5.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, -v5.xyzx
mul r2.xyz, r2.xyzx, r3.yyyy
mad r1.xyz, r3.xxxx, r1.xyzx, r2.xyzx
mad r0.yzw, r3.zzzz, r0.yyzw, r1.xxyz
dp3 r0.y, r0.yzwy, r0.yzwy
rsq r0.y, r0.y
mul r0.y, r0.y, r0.w
max r0.y, |r0.y|, l(0.000001)
log r0.y, r0.y
mul r0.y, r0.y, cb0[10].y
exp r0.y, r0.y
sample_b_indexable(texture2d)(float,float,float,float) r1.xyz, v2.xyxx, t2.xyzw, s3, l(0.000000)
mul r0.z, r1.x, v3.w
max r0.z, |r0.z|, l(0.000001)
log r0.z, r0.z
mul r0.z, r0.z, cb0[9].w
exp r0.z, r0.z
mul r0.z, r0.z, cb0[10].x
mul r0.y, r0.z, r0.y
mul o0.w, r0.x, r0.y
dp3 r0.x, r1.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
add r0.xyz, -r1.xyzx, r0.xxxx
mad r0.xyz, cb0[9].xxxx, r0.xyzx, r1.xyzx
mul r1.xyz, cb0[8].xyzx, cb0[8].wwww
mul r0.xyz, r0.xyzx, r1.xyzx
max r0.xyz, |r0.xyzx|, l(0.000001, 0.000001, 0.000001, 0.000000)
log r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, cb0[9].yyyy
exp r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, cb0[9].zzzz
mul r0.xyz, r0.xyzx, cb0[5].wwww
mad r0.xyz, v3.wwww, r0.xyzx, cb0[7].xyzx
mul r0.xyz, r0.xyzx, cb2[13].xxxx
mad o0.xyz, r0.xyzx, v4.wwww, v4.xyzx
ret 
// Approximately 58 instruction slots used

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