// Water effect PS - Disabled

cbuffer _Globals : register(b0)
{
  float4x4 LocalToWorld : packoffset(c0);
  float3 CameraWorldPos : packoffset(c4);
  bool bEnableScreenDoorFade : packoffset(c4.w);
  float4 ScreenDoorFadeSettings : packoffset(c5);
  float4 ScreenDoorFadeSettings2 : packoffset(c6);
  float4 UniformPixelVector_0 : packoffset(c7);
  float4 UniformPixelVector_1 : packoffset(c8);
  float4 UniformPixelScalars_0 : packoffset(c9);
  float4 UniformPixelScalars_1 : packoffset(c10);
  float3 LightingChannelsAndModel : packoffset(c11);
  float4 ShadowMapAtlasSize : packoffset(c12);
  float2 InvClusterScreenSize : packoffset(c13);
  float3 ReflectionShadowPlane : packoffset(c14);
  float2 ReflectionInvBufferSize : packoffset(c15);
  bool bShowLightComplexity : packoffset(c15.z);
  bool4 bClusteredForwardRenderingOptions : packoffset(c16);
  float3 UpperSkyColor : packoffset(c17);
  float3 LowerSkyColor : packoffset(c18);
  bool bEnableSkyLight : packoffset(c18.w);
  bool2 bEnableReflections : packoffset(c19);
  float3 WindowBlendPrepassWorldIncidentLighting : packoffset(c20);
  uint3 LightingChannelsInt : packoffset(c21);
  float4 AmbientColorAndSkyFactor : packoffset(c22);
  float EnvironmentReflectionFactor : packoffset(c23);
}

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);
}

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);

}

SamplerState PointWrapSampler_s : register(s0);
SamplerState TrilinearClampSampler_s : register(s1);
SamplerState SceneDepthTextureSampler_s : register(s2);
SamplerState ScreenDoorNoiseTextureSampler_s : register(s3);
SamplerComparisonState ShadowComparisonSampler_s : register(s4);
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);
Texture2D<float4> SceneDepthTexture : register(t9);
Texture2D<float4> ScreenDoorNoiseTexture : register(t10);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main( 
  linear centroid float4 v0 : TEXCOORD10,
  linear centroid float4 v1 : TEXCOORD11,
  float4 v2 : COLOR0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD4,
  float4 v5 : TEXCOORD5,
  float4 v6 : SV_Position0,
  uint v7 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12,r13,r14,r15,r16;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v1.xyz, v1.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = v1.xyz * r0.xxx;
  r0.w = dot(v0.xyz, v0.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = v0.xyz * r0.www;
  r2.xyz = r1.yzx * r0.zxy;
  r2.xyz = r0.yzx * r1.zxy + -r2.xyz;
  r2.xyz = v1.www * r2.xyz;
  r3.xyz = ViewProjectionMatrix._m01_m11_m31 * v5.yyy;
  r3.xyz = ViewProjectionMatrix._m00_m10_m30 * v5.xxx + r3.xyz;
  r3.xyz = ViewProjectionMatrix._m02_m12_m32 * v5.zzz + r3.xyz;
  
  //Fix Halo
  //float4 stereo = StereoParams.Load(0);
  //r3.x += stereo.x * (r3.z - stereo.y);  
  
  r3.xyz = ViewProjectionMatrix._m03_m13_m33 * v5.www + r3.xyz;
  
  
  
  r0.w = dot(-v5.xyz, -v5.xyz);
  r0.w = rsqrt(r0.w);
  r4.xyz = -v5.xyz * r0.www;
  r2.xyz = r4.yyy * r2.xyz;
  r1.xyz = r4.xxx * r1.xyz + r2.xyz;
  r1.xyz = r4.zzz * r0.xyz + r1.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  if (bEnableScreenDoorFade != 0) {
    r2.xy = v6.xy * ScreenDoorFadeSettings2.zw + ScreenDoorFadeSettings2.xy;
    r0.w = ScreenDoorNoiseTexture.Sample(ScreenDoorNoiseTextureSampler_s, r2.xy).x;
    r0.w = ScreenDoorFadeSettings.y * r0.w + ScreenDoorFadeSettings.z;
    r1.w = 1 + -ScreenDoorFadeSettings.x;
    r0.w = -r1.w + r0.w;
    r0.w = cmp(r0.w < 0);
    if (r0.w != 0) discard;
  }
  r2.xyz = float3(1,1,1) + -UniformPixelVector_0.xyz;
  r2.xyz = UniformPixelVector_1.xyz * r2.xyz;
  if (bEnableSkyLight != 0) {
    r4.xyz = float3(0.318309873,0.318309873,0.318309873) * r2.xyz;
    r5.xyz = LowerSkyColor.xyz * r4.xyz;
    r4.xyz = r4.xyz * UpperSkyColor.xyz + r5.xyz;
    r4.xyz = AmbientColorAndSkyFactor.www * r4.xyz;
  } else {
    r4.xyz = float3(0,0,0);
  }
  r4.xyz = WindowBlendPrepassWorldIncidentLighting.xyz * r2.xyz + r4.xyz;
  r4.xyz = r2.xyz * AmbientColorAndSkyFactor.xyz + r4.xyz;
  if (LightingChannelsInt.z != 0) {
    if (bClusteredForwardRenderingOptions.x != 0) {
      r5.xy = (uint2)v6.xy;
      r5.xy = (uint2)r5.xy >> int2(6,6);
      r0.w = 0.00999999978 * r3.z;
      r0.w = log2(r0.w);
      r0.w = r0.w * 3.11064339 + 1;
      r0.w = max(0, r0.w);
      r5.z = (uint)r0.w;
      r5.w = 0;
      r5.xy = ClusteredTexture3D.Load(r5.xyzw).xy;
      r0.w = (int)r5.y & 255;
      if (8 == 0) r5.y = 0; else if (8+8 < 32) {       r5.y = (uint)r5.y << (32-(8 + 8)); r5.y = (uint)r5.y >> (32-8);      } else r5.y = (uint)r5.y >> 8;
      if (8 == 0) r5.z = 0; else if (8+16 < 32) {       r5.z = (uint)r5.y << (32-(8 + 16)); r5.z = (uint)r5.z >> (32-8);      } else r5.z = (uint)r5.y >> 16;
      r1.w = (int)r5.z + (int)r5.x;
      r1.w = (int)r5.y + (int)r1.w;
      if (bClusteredForwardRenderingOptions.z != 0) {
        r5.xyz = CameraWorldPos.xyz + v5.xyz;
        r2.w = RandomAngles3DTexture.CalculateLevelOfDetailUnclamped(PointWrapSampler_s, r5.xyz);
        r2.w = round(r2.w);
        r2.w = exp2(-r2.w);
        r6.xyz = r5.xyz * r2.www;
        r6.xy = RandomAngles3DTexture.SampleLevel(PointWrapSampler_s, r6.xyz, 0).xy;
        r2.xyz = float3(0.318309873,0.318309873,0.318309873) * r2.xyz;
        r7.yz = float2(-1,1);
        r8.y = -1;
        r9.xyz = float3(0,0,0);
        r2.w = r1.w;
        r3.w = 0;
        while (true) {
          r4.w = cmp((uint)r3.w >= (uint)r0.w);
          if (r4.w != 0) break;
          r4.w = (int)r2.w + 1;
          r5.w = LightIndexListTexture.Load(r2.w).x;
          r6.z = (int)r5.w * 23;
          r6.w = (int)LightingChannelsInt.x & (int)ClusteredLights[r6.z/23].LightingChannels;
          if (r6.w != 0) {
            r10.xyz = ClusteredLights[r6.z/23].PositionInvRadius.xyz + -r5.xyz;
            r11.xyz = ClusteredLights[r6.z/23].PositionInvRadius.www * r10.xyz;
            r6.w = dot(r11.xyz, r11.xyz);
            r6.w = min(1, r6.w);
            r6.w = 1 + -r6.w;
            r6.w = log2(r6.w);
            r6.w = ClusteredLights[r6.z/23].ColorFalloffExponent.w * r6.w;
            r6.w = exp2(r6.w);
            r8.z = cmp(0 < ClusteredLights[r6.z/23].SpotAngles.x);
            if (r8.z != 0) {
              r8.w = dot(r10.xyz, r10.xyz);
              r8.w = rsqrt(r8.w);
              r11.xyz = r10.xyz * r8.www;
              r8.w = dot(r11.xyz, -ClusteredLights[r6.z/23].Direction.xyz);
              r8.w = -ClusteredLights[r6.z].SpotAngles.x + r8.w;
              r8.w = saturate(ClusteredLights[r6.z/23].SpotAngles.y * r8.w);
              r8.w = r8.w * r8.w;
              r6.w = r8.w * r6.w;
            }
            r8.w = cmp(9.99999975e-006 < r6.w);
            if (r8.w != 0) {
              r8.w = cmp(0 != (int)ClusteredLights[r6.z/23].bCastShadows);
              r8.w = cmp((int)r8.w == -1);
              if (r8.w != 0) {
                if (r8.z != 0) {
                  r11.xyzw = ClusteredLights[r6.z/23].WorldToShadowMatrix._m01_m11_m21_m31 * r5.yyyy;
                  r11.xyzw = ClusteredLights[r6.z/23].WorldToShadowMatrix._m00_m10_m20_m30 * r5.xxxx + r11.xyzw;
                  r11.xyzw = ClusteredLights[r6.z/23].WorldToShadowMatrix._m02_m12_m22_m32 * r5.zzzz + r11.xyzw;
                  r11.xyzw = ClusteredLights[r6.z/23].WorldToShadowMatrix._m23_m03_m13_m33 + r11.zxyw;
                  r8.zw = r11.yz / r11.ww;
                } else {
                  r9.w = max(abs(r10.y), abs(r10.z));
                  r9.w = max(abs(r10.x), r9.w);
                  r11.yzw = cmp(float3(0,0,0) < -r10.xyz);
                  r12.xyz = cmp(-r10.xyz < float3(0,0,0));
                  r10.w = (int)r11.y + (int)-r12.x;
                  r7.x = (int)r10.w;
                  r13.xy = -r10.zy * r7.xy;
                  r14.xyz = cmp(-r10.xyz == abs(r10.xyz));
                  r12.xw = cmp(abs(r10.xy) == r9.ww);
                  r11.yz = (int2)-r11.zw + (int2)r12.yz;
                  r7.w = (int)r11.y;
                  r15.xy = -r10.xz * r7.zw;
                  r8.x = (int)r11.z;
                  r16.xy = -r10.xy * r8.xy;
                  r11.yzw = r14.xyz ? float3(0,2.80259693e-045,5.60519386e-045) : float3(1.40129846e-045,4.20389539e-045,7.00649232e-045);
                  r15.z = r11.z;
                  r16.z = r11.w;
                  r12.yzw = r12.www ? r15.xyz : r16.xyz;
                  r13.z = r11.y;
                  r11.yzw = r12.xxx ? r13.xyz : r12.yzw;
                  r7.xw = r11.yz / r9.ww;
                  r5.w = mad((int)r5.w, 23, (int)r11.w);
                  r8.zw = r7.xw * ClusteredLights[r5.w].FaceUVScaleBias[0].xy + ClusteredLights[r5.w].FaceUVScaleBias[0].zw;
                  r11.x = ClusteredLights[r6.z/23].PositionInvRadius.w * r9.w;
                }
                r12.xyzw = r6.yxxy * ClusteredLights[r6.z/23].ShadowFilterScale.ywxz + ClusteredLights[r6.z/23].ShadowFilterBias.ywxz;
                r7.xw = r12.zw * float2(0.200000003,0.200000003) + r8.zw;
                r5.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r7.xw, r11.x).x;
                r7.xw = -r12.zw * float2(0.200000003,0.200000003) + r8.zw;
                r7.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r7.xw, r11.x).x;
                r5.w = r7.x + r5.w;
                r7.xw = float2(-0.380423009,-0.380423009) * r12.xy;
                r7.xw = r12.zw * float2(-0.123607002,-0.123607002) + r7.xw;
                r11.yz = r8.zw + r7.xw;
                r8.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.yz, r11.x).x;
                r5.w = r8.x + r5.w;
                r7.xw = r8.zw + -r7.xw;
                r7.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r7.xw, r11.x).x;
                r5.w = r7.x + r5.w;
                r7.xw = float2(0.352670997,0.352670997) * r12.xy;
                r7.xw = r12.zw * float2(-0.485410005,-0.485410005) + r7.xw;
                r11.yz = r8.zw + r7.xw;
                r8.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.yz, r11.x).x;
                r5.w = r8.x + r5.w;
                r7.xw = r8.zw + -r7.xw;
                r7.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r7.xw, r11.x).x;
                r5.w = r7.x + r5.w;
                r13.xyzw = float4(0.470227987,0.470227987,0.309017003,0.309017003) * r12.xyzw;
                r7.xw = r12.zw * float2(0.647213995,0.647213995) + r13.xy;
                r11.yz = r8.zw + r7.xw;
                r8.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.yz, r11.x).x;
                r5.w = r8.x + r5.w;
                r7.xw = r8.zw + -r7.xw;
                r7.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r7.xw, r11.x).x;
                r5.w = r7.x + r5.w;
                r7.xw = r12.xy * float2(-0.951057017,-0.951057017) + r13.zw;
                r11.yz = r8.zw + r7.xw;
                r8.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r11.yz, r11.x).x;
                r5.w = r8.x + r5.w;
                r7.xw = r8.zw + -r7.xw;
                r7.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r7.xw, r11.x).x;
                r5.w = r7.x + r5.w;
                r5.w = 0.100000001 * r5.w;
                r5.w = r5.w * r5.w;
                r6.w = r6.w * r5.w;
              }
              r8.xzw = ClusteredLights[r6.z/23].ColorFalloffExponent.xyz * r6.www;
              r5.w = cmp(0.000000 != ClusteredLights[r6.z/23].SimpleLightFunctionScaleBiasFade.x);
              if (r5.w != 0) {
                r11.xyz = ClusteredLights[r6.z/23].WorldToLightMatrix._m01_m11_m21 * -r10.yyy;
                r10.xyw = ClusteredLights[r6.z/23].WorldToLightMatrix._m00_m10_m20 * -r10.xxx + r11.xyz;
                r10.xyz = ClusteredLights[r6.z/23].WorldToLightMatrix._m02_m12_m22 * -r10.zzz + r10.xyw;
                r7.xw = r10.xy / r10.zz;
                r7.xw = r7.xw * ClusteredLights[r6.z/23].SimpleLightFunctionScaleBiasFade.xx + ClusteredLights[r6.z/23].SimpleLightFunctionScaleBiasFade.yz;
                r7.xw = abs(r7.xw);
                r5.w = saturate(ClusteredLights[r6.z/23].SimpleLightFunctionScaleBiasFade.w * r10.z);
                r10.xyz = SimpleLightFunctionsAtlasTexture.SampleLevel(TrilinearClampSampler_s, r7.xw, 0).xyz;
                r11.xyz = float3(1,1,1) + -r10.xyz;
                r10.xyz = r5.www * r11.xyz + r10.xyz;
                r8.xzw = r10.xyz * r8.xzw;
              }
              r9.xyz = r2.xyz * r8.xzw + r9.xyz;
            }
          }
          r3.w = (int)r3.w + 1;
          r2.w = r4.w;
        }
      } else {
        r9.xyz = float3(0,0,0);
      }
    } else {
      r9.xyz = float3(0,0,0);
    }
    r4.xyz = r9.xyz + r4.xyz;
  }
  r2.xyz = SceneColorExponentBias.xxx * UniformPixelVector_0.xyz;
  r2.xyz = r4.xyz * SceneColorExponentBias.xxx + r2.xyz;
  r3.xy = r3.xy / r3.zz;
  r3.xy = r3.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r0.w = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r3.xy, 0).x;
  r0.w = max(0.00100000994, r0.w);
  r0.w = r0.w * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.w = 1 / r0.w;
  r0.w = r0.w + -r3.z;
  r0.x = dot(r0.xyz, r1.xyz);
  r0.x = r0.w * r0.x;
  r0.x = r0.x / UniformPixelScalars_1.z;
  r0.x = max(9.99999997e-007, abs(r0.x));
  r0.x = log2(r0.x);
  r0.x = UniformPixelScalars_1.w * r0.x;
  r0.x = exp2(r0.x);
  o0.w = min(1, r0.x);
  o0.xyz = r2.xyz * v4.www + v4.xyz;
  
  
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.57 on Mon Jun 05 22:23:59 2017
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 LocalToWorld;             // Offset:    0 Size:    64 [unused]
//   float3 CameraWorldPos;             // Offset:   64 Size:    12
//   bool bEnableScreenDoorFade;        // Offset:   76 Size:     4
//   float4 ScreenDoorFadeSettings;     // Offset:   80 Size:    16
//   float4 ScreenDoorFadeSettings2;    // Offset:   96 Size:    16
//   float4 UniformPixelVector_0;       // Offset:  112 Size:    16
//   float4 UniformPixelVector_1;       // Offset:  128 Size:    16
//   float4 UniformPixelScalars_0;      // Offset:  144 Size:    16 [unused]
//   float4 UniformPixelScalars_1;      // Offset:  160 Size:    16
//   float3 LightingChannelsAndModel;   // Offset:  176 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:  192 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:  208 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:  224 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:  240 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:  248 Size:     4 [unused]
//   bool4 bClusteredForwardRenderingOptions;// Offset:  256 Size:    16
//   float3 UpperSkyColor;              // Offset:  272 Size:    12
//   float3 LowerSkyColor;              // Offset:  288 Size:    12
//   bool bEnableSkyLight;              // Offset:  300 Size:     4
//   bool2 bEnableReflections;          // Offset:  304 Size:     8 [unused]
//   float3 WindowBlendPrepassWorldIncidentLighting;// Offset:  320 Size:    12
//   uint3 LightingChannelsInt;         // Offset:  336 Size:    12
//   float4 AmbientColorAndSkyFactor;   // Offset:  352 Size:    16
//   float EnvironmentReflectionFactor; // Offset:  368 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
//
// }
//
// 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
//
// }
//
//
// 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
// ScreenDoorNoiseTextureSampler     sampler      NA          NA    3        1
// ShadowComparisonSampler         sampler_c      NA          NA    4        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
// SceneDepthTexture                 texture  float4          2d    9        1
// ScreenDoorNoiseTexture            texture  float4          2d   10        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
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyz         0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float       
// TEXCOORD                 0   xyzw        3     NONE   float       
// 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[23], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb6[1472], 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_comparison
dcl_resource_buffer (uint,uint,uint,uint) t1
dcl_resource_texture3d (uint,uint,uint,uint) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture3d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_input_ps linear centroid v0.xyz
dcl_input_ps linear centroid v1.xyzw
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 17
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
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 r2.xyz, r2.xyzx, r4.yyyy
mad r1.xyz, r4.xxxx, r1.xyzx, r2.xyzx
mad r1.xyz, r4.zzzz, r0.xyzx, r1.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
if_nz cb0[4].w
  mad r2.xy, v6.xyxx, cb0[6].zwzz, cb0[6].xyxx
  sample_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t10.yzwx, s3
  mad r0.w, cb0[5].y, r0.w, cb0[5].z
  add r1.w, -cb0[5].x, l(1.000000)
  add r0.w, r0.w, -r1.w
  lt r0.w, r0.w, l(0.000000)
  discard_nz r0.w
endif 
add r2.xyz, -cb0[7].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r2.xyz, r2.xyzx, cb0[8].xyzx
if_nz cb0[18].w
  mul r4.xyz, r2.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
  mul r5.xyz, r4.xyzx, cb0[18].xyzx
  mad r4.xyz, r4.xyzx, cb0[17].xyzx, r5.xyzx
  mul r4.xyz, r4.xyzx, cb0[22].wwww
else 
  mov r4.xyz, l(0,0,0,0)
endif 
mad r4.xyz, cb0[20].xyzx, r2.xyzx, r4.xyzx
mad r4.xyz, r2.xyzx, cb0[22].xyzx, r4.xyzx
if_nz cb0[21].z
  if_nz cb0[16].x
    ftou r5.xy, v6.xyxx
    ushr r5.xy, r5.xyxx, l(6, 6, 0, 0)
    mul r0.w, r3.z, l(0.010000)
    log r0.w, r0.w
    mad r0.w, r0.w, l(3.11064339), l(1.000000)
    max r0.w, r0.w, l(0.000000)
    ftou r5.z, r0.w
    mov r5.w, l(0)
    ld_indexable(texture3d)(uint,uint,uint,uint) r5.xy, r5.xyzw, t2.xyzw
    and r0.w, r5.y, l(255)
    ubfe r5.yz, l(0, 8, 8, 0), l(0, 8, 16, 0), r5.yyyy
    iadd r1.w, r5.z, r5.x
    iadd r1.w, r5.y, r1.w
    if_nz cb0[16].z
      add r5.xyz, v5.xyzx, cb0[4].xyzx
      lod r2.w, r5.xyzx, t4.y, s0
      round_ne r2.w, r2.w
      exp r2.w, -r2.w
      mul r6.xyz, r2.wwww, r5.xyzx
      sample_l_indexable(texture3d)(float,float,float,float) r6.xy, r6.xyzx, t4.xyzw, s0, l(0.000000)
      mul r2.xyz, r2.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
      mov r7.yz, l(0,-1.000000,1.000000,0)
      mov r8.y, l(-1.000000)
      mov r9.xyz, l(0,0,0,0)
      mov r2.w, r1.w
      mov r3.w, l(0)
      loop 
        uge r4.w, r3.w, r0.w
        breakc_nz r4.w
        iadd r4.w, r2.w, l(1)
        ld_indexable(buffer)(uint,uint,uint,uint) r5.w, r2.wwww, t1.yzwx
        imul null, r6.z, r5.w, l(23)
        and r6.w, cb0[21].x, cb6[r6.z + 2].w
        if_nz r6.w
          add r10.xyz, -r5.xyzx, cb6[r6.z + 0].xyzx
          mul r11.xyz, r10.xyzx, cb6[r6.z + 0].wwww
          dp3 r6.w, r11.xyzx, r11.xyzx
          min r6.w, r6.w, l(1.000000)
          add r6.w, -r6.w, l(1.000000)
          log r6.w, r6.w
          mul r6.w, r6.w, cb6[r6.z + 1].w
          exp r6.w, r6.w
          lt r8.z, l(0.000000), cb6[r6.z + 3].x
          if_nz r8.z
            dp3 r8.w, r10.xyzx, r10.xyzx
            rsq r8.w, r8.w
            mul r11.xyz, r8.wwww, r10.xyzx
            dp3 r8.w, r11.xyzx, -cb6[r6.z + 2].xyzx
            add r8.w, r8.w, -cb6[r6.z + 3].x
            mul_sat r8.w, r8.w, cb6[r6.z + 3].y
            mul r8.w, r8.w, r8.w
            mul r6.w, r6.w, r8.w
          endif 
          lt r8.w, l(0.000010), r6.w
          if_nz r8.w
            ine r8.w, l(0), cb6[r6.z + 3].z
            ieq r8.w, r8.w, l(-1)
            if_nz r8.w
              if_nz r8.z
                mul r11.xyzw, r5.yyyy, cb6[r6.z + 6].xyzw
                mad r11.xyzw, cb6[r6.z + 5].xyzw, r5.xxxx, r11.xyzw
                mad r11.xyzw, cb6[r6.z + 7].xyzw, r5.zzzz, r11.xyzw
                add r11.xyzw, r11.zxyw, cb6[r6.z + 8].zxyw
                div r8.zw, r11.yyyz, r11.wwww
              else 
                max r9.w, |r10.z|, |r10.y|
                max r9.w, r9.w, |r10.x|
                lt r11.yzw, l(0.000000, 0.000000, 0.000000, 0.000000), -r10.xxyz
                lt r12.xyz, -r10.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
                iadd r10.w, r11.y, -r12.x
                itof r7.x, r10.w
                mul r13.xy, r7.xyxx, -r10.zyzz
                eq r14.xyz, -r10.xyzx, |r10.xyzx|
                eq r12.xw, |r10.xxxy|, r9.wwww
                iadd r11.yz, -r11.zzwz, r12.yyzy
                itof r7.w, r11.y
                mul r15.xy, r7.zwzz, -r10.xzxx
                itof r8.x, r11.z
                mul r16.xy, r8.xyxx, -r10.xyxx
                movc r11.yzw, r14.xxyz, l(0,0,2,4), l(0,1,3,5)
                mov r15.z, r11.z
                mov r16.z, r11.w
                movc r12.yzw, r12.wwww, r15.xxyz, r16.xxyz
                mov r13.z, r11.y
                movc r11.yzw, r12.xxxx, r13.xxyz, r12.yyzw
                div r7.xw, r11.yyyz, r9.wwww
                imad r5.w, r5.w, l(23), r11.w
                mad r8.zw, r7.xxxw, cb6[r5.w + 17].xxxy, cb6[r5.w + 17].zzzw
                mul r11.x, r9.w, cb6[r6.z + 0].w
              endif 
              mad r12.xyzw, r6.yxxy, cb6[r6.z + 13].ywxz, cb6[r6.z + 14].ywxz
              mad r7.xw, r12.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r8.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r5.w, r7.xwxx, t3.xxxx, s4, r11.x
              mad r7.xw, -r12.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r8.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.x, r7.xwxx, t3.xxxx, s4, r11.x
              add r5.w, r5.w, r7.x
              mul r7.xw, r12.xxxy, l(-0.380423, 0.000000, 0.000000, -0.380423)
              mad r7.xw, r12.zzzw, l(-0.123607, 0.000000, 0.000000, -0.123607), r7.xxxw
              add r11.yz, r7.xxwx, r8.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r8.x, r11.yzyy, t3.xxxx, s4, r11.x
              add r5.w, r5.w, r8.x
              add r7.xw, -r7.xxxw, r8.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.x, r7.xwxx, t3.xxxx, s4, r11.x
              add r5.w, r5.w, r7.x
              mul r7.xw, r12.xxxy, l(0.352671, 0.000000, 0.000000, 0.352671)
              mad r7.xw, r12.zzzw, l(-0.485410, 0.000000, 0.000000, -0.485410), r7.xxxw
              add r11.yz, r7.xxwx, r8.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r8.x, r11.yzyy, t3.xxxx, s4, r11.x
              add r5.w, r5.w, r8.x
              add r7.xw, -r7.xxxw, r8.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.x, r7.xwxx, t3.xxxx, s4, r11.x
              add r5.w, r5.w, r7.x
              mul r13.xyzw, r12.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
              mad r7.xw, r12.zzzw, l(0.647214, 0.000000, 0.000000, 0.647214), r13.xxxy
              add r11.yz, r7.xxwx, r8.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r8.x, r11.yzyy, t3.xxxx, s4, r11.x
              add r5.w, r5.w, r8.x
              add r7.xw, -r7.xxxw, r8.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.x, r7.xwxx, t3.xxxx, s4, r11.x
              add r5.w, r5.w, r7.x
              mad r7.xw, r12.xxxy, l(-0.951057, 0.000000, 0.000000, -0.951057), r13.zzzw
              add r11.yz, r7.xxwx, r8.zzwz
              sample_c_lz_indexable(texture2d)(float,float,float,float) r8.x, r11.yzyy, t3.xxxx, s4, r11.x
              add r5.w, r5.w, r8.x
              add r7.xw, -r7.xxxw, r8.zzzw
              sample_c_lz_indexable(texture2d)(float,float,float,float) r7.x, r7.xwxx, t3.xxxx, s4, r11.x
              add r5.w, r5.w, r7.x
              mul r5.w, r5.w, l(0.100000)
              mul r5.w, r5.w, r5.w
              mul r6.w, r5.w, r6.w
            endif 
            mul r8.xzw, r6.wwww, cb6[r6.z + 1].xxyz
            ne r5.w, l(0.000000), cb6[r6.z + 4].x
            if_nz r5.w
              mul r11.xyz, -r10.yyyy, cb6[r6.z + 10].xyzx
              mad r10.xyw, cb6[r6.z + 9].xyxz, -r10.xxxx, r11.xyxz
              mad r10.xyz, cb6[r6.z + 11].xyzx, -r10.zzzz, r10.xywx
              div r7.xw, r10.xxxy, r10.zzzz
              mad r7.xw, r7.xxxw, cb6[r6.z + 4].xxxx, cb6[r6.z + 4].yyyz
              mov r7.xw, |r7.xxxw|
              mul_sat r5.w, r10.z, cb6[r6.z + 4].w
              sample_l_indexable(texture2d)(float,float,float,float) r10.xyz, r7.xwxx, t5.xyzw, s1, l(0.000000)
              add r11.xyz, -r10.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
              mad r10.xyz, r5.wwww, r11.xyzx, r10.xyzx
              mul r8.xzw, r8.xxzw, r10.xxyz
            endif 
            mad r9.xyz, r2.xyzx, r8.xzwx, r9.xyzx
          endif 
        endif 
        iadd r3.w, r3.w, l(1)
        mov r2.w, r4.w
      endloop 
    else 
      mov r9.xyz, l(0,0,0,0)
    endif 
  else 
    mov r9.xyz, l(0,0,0,0)
  endif 
  add r4.xyz, r4.xyzx, r9.xyzx
endif 
mul r2.xyz, cb0[7].xyzx, cb2[13].xxxx
mad r2.xyz, r4.xyzx, cb2[13].xxxx, r2.xyzx
div r3.xy, r3.xyxx, r3.zzzz
mad r3.xy, r3.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r3.xyxx, t9.yzwx, s2, l(0.000000)
max r0.w, r0.w, l(0.00100000994)
mad r0.w, r0.w, cb2[1].z, -cb2[1].w
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
add r0.w, -r3.z, r0.w
dp3 r0.x, r0.xyzx, r1.xyzx
mul r0.x, r0.x, r0.w
div r0.x, r0.x, cb0[10].z
max r0.x, |r0.x|, l(0.000001)
log r0.x, r0.x
mul r0.x, r0.x, cb0[10].w
exp r0.x, r0.x
min o0.w, r0.x, l(1.000000)
mad o0.xyz, r2.xyzx, v4.wwww, v4.xyzx
ret 
// Approximately 224 instruction slots used

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