// Shadows Pattern2 -2

cbuffer _Globals : register(b0)
{
  float3 LightingChannelsAndModel : packoffset(c0);
  float4 SampleOffsets[2] : packoffset(c1);
  float3 ShadowBufferSizeAndSoftTransitionScale : packoffset(c3);
  float2 ShadowTexelSize : packoffset(c4);
  float4 ShadowClampRect : packoffset(c5);
  uint LightingChannelMask : packoffset(c6);
  float ShadowFadeFraction : packoffset(c6.y);
  float4x4 ScreenToShadowMatrix : packoffset(c7);
  float4x4 ScreenToWorldMatrix : packoffset(c11);
  float4 ShadowFilterScale : packoffset(c15);
  float4 ShadowFilterBias : packoffset(c16);
  float4 LightPositionAndInvRadius : packoffset(c17);
  float4x4 ShadowViewProjectionMatrices[6] : packoffset(c18);
  float ShadowmapResolution : packoffset(c42);
}

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 BaseColorGBufferTextureSampler_s : register(s2);
SamplerState SceneDepthTextureSampler_s : register(s3);
SamplerState RandomAngles3DTextureSampler_s : register(s5);
SamplerComparisonState ShadowComparisonSampler_s : register(s4);
Texture2D<float4> BaseColorGBufferTexture : register(t0);
Texture2D<float4> SceneDepthTexture : register(t1);
Texture2D<float4> ShadowDepthTexture : register(t2);
Texture3D<float4> RandomAngles3DTexture : register(t3);


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


void main( 
  float4 v0 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v0.xy / v0.ww;
  r0.zw = r0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r1.x = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.zw, 0).x;
  r0.z = BaseColorGBufferTexture.SampleLevel(BaseColorGBufferTextureSampler_s, r0.zw, 0).w;
  r0.z = 0.00100000005 + r0.z;
  r0.z = 255 * r0.z;
  r0.z = (uint)r0.z;
  r0.z = (int)r0.z & LightingChannelMask;
  r0.w = max(0.00100000994, r1.x);
  r0.w = r0.w * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.w = 1 / r0.w;
  r0.xy = r0.xy * r0.ww;
  
  //Fix
  float4 stereo = StereoParams.Load(0);
  r0.x -= stereo.x * (r0.w - stereo.y);
  
  r1.xyzw = ScreenToWorldMatrix._m01_m11_m21_m31 * r0.yyyy;
  r1.xyzw = ScreenToWorldMatrix._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
  r1.xyzw = ScreenToWorldMatrix._m02_m12_m22_m32 * r0.wwww + r1.xyzw;
  r1.xyzw = ScreenToWorldMatrix._m03_m13_m23_m33 + r1.xyzw;
  r1.xyz = r1.xyz / r1.www;
  r1.w = RandomAngles3DTexture.CalculateLevelOfDetailUnclamped(RandomAngles3DTextureSampler_s, r1.xyz);
  r1.w = round(r1.w);
  r1.w = exp2(-r1.w);
  r1.xyz = r1.xyz * r1.www;
  r1.xy = RandomAngles3DTexture.SampleLevel(RandomAngles3DTextureSampler_s, r1.xyz, 0).xy;
  r1.xyzw = r1.xyyx * ShadowFilterScale.xzyw + ShadowFilterBias.xzyw;
  r2.xyzw = ScreenToShadowMatrix._m01_m11_m21_m31 * r0.yyyy;
  r2.xyzw = ScreenToShadowMatrix._m00_m10_m20_m30 * r0.xxxx + r2.xyzw;
  r2.xyzw = ScreenToShadowMatrix._m02_m12_m22_m32 * r0.wwww + r2.xyzw;
  r2.xyzw = ScreenToShadowMatrix._m03_m13_m23_m33 + r2.xyzw;
  r0.xy = r2.xy / r2.ww;
  r0.w = min(0.999000013, r2.z);
  r2.xy = r1.xy * float2(0.0829999968,0.0829999968) + r0.xy;
  r2.x = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.xy, r0.w).x;
  r2.yz = -r1.xy * float2(0.0829999968,0.0829999968) + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.x = r2.x + r2.y;
  r2.yz = float2(-0.0829999968,-0.0829999968) * r1.zw;
  r2.yz = r1.xy * float2(-0.143999994,-0.143999994) + r2.yz;
  r3.xy = r2.yz + r0.xy;
  r2.yz = -r2.yz + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r3.xy, r0.w).x;
  r2.x = r2.x + r2.z;
  r2.x = r2.x + r2.y;
  r2.yz = float2(0.216999993,0.216999993) * r1.zw;
  r2.yz = r1.xy * float2(0.125,0.125) + r2.yz;
  r3.xy = r2.yz + r0.xy;
  r2.yz = -r2.yz + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r3.xy, r0.w).x;
  r2.x = r2.x + r2.z;
  r2.x = r2.x + r2.y;
  r2.yz = r1.zw * float2(-0.333000004,-0.333000004) + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.x = r2.x + r2.y;
  r2.yz = -r1.zw * float2(-0.333000004,-0.333000004) + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.x = r2.x + r2.y;
  r3.xyzw = float4(-0.208000004,-0.208000004,0.361000001,0.361000001) * r1.xyzw;
  r2.yz = r3.xy + r3.zw;
  r3.xy = r2.yz + r0.xy;
  r2.yz = -r2.yz + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r3.xy, r0.w).x;
  r2.x = r2.x + r2.z;
  r2.x = r2.x + r2.y;
  r3.xyzw = float4(0.432999998,0.432999998,-0.25,-0.25) * r1.xyzw;
  r2.yz = r3.xy + r3.zw;
  r3.xy = r2.yz + r0.xy;
  r2.yz = -r2.yz + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r3.xy, r0.w).x;
  r2.x = r2.x + r2.z;
  r2.x = r2.x + r2.y;
  r2.yz = r1.xy * float2(-0.583000004,-0.583000004) + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.x = r2.x + r2.y;
  r2.yz = -r1.xy * float2(-0.583000004,-0.583000004) + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.x = r2.x + r2.y;
  r2.yz = float2(0.333000004,0.333000004) * r1.zw;
  r2.yz = r1.xy * float2(0.577000022,0.577000022) + r2.yz;
  r3.xy = r2.yz + r0.xy;
  r2.yz = -r2.yz + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r3.xy, r0.w).x;
  r2.x = r2.x + r2.z;
  r2.x = r2.x + r2.y;
  r2.yz = float2(-0.649999976,-0.649999976) * r1.zw;
  r2.yz = r1.xy * float2(-0.375,-0.375) + r2.yz;
  r3.xy = r2.yz + r0.xy;
  r2.yz = -r2.yz + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r3.xy, r0.w).x;
  r2.x = r2.x + r2.z;
  r2.x = r2.x + r2.y;
  r2.yz = r1.zw * float2(0.833000004,0.833000004) + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.x = r2.x + r2.y;
  r2.yz = -r1.zw * float2(0.833000004,0.833000004) + r0.xy;
  r2.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r2.x = r2.x + r2.y;
  r3.xyzw = float4(0.458000004,0.458000004,-0.79400003,-0.79400003) * r1.xyzw;
  r1.xyzw = float4(-0.865999997,-0.865999997,0.5,0.5) * r1.xyzw;
  r1.xy = r1.xy + r1.zw;
  r1.zw = r3.xy + r3.zw;
  r2.yz = r1.zw + r0.xy;
  r1.zw = -r1.zw + r0.xy;
  r1.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r1.zw, r0.w).x;
  r1.w = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.yz, r0.w).x;
  r1.w = r2.x + r1.w;
  r1.z = r1.w + r1.z;
  r2.xy = r1.xy + r0.xy;
  r0.xy = -r1.xy + r0.xy;
  r0.x = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r0.xy, r0.w).x;
  r0.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r2.xy, r0.w).x;
  r0.y = r1.z + r0.y;
  r0.x = r0.y + r0.x;
  r0.x = 0.0416666679 * r0.x;
  r0.x = r0.x * r0.x + -1;
  r0.x = ShadowFadeFraction * r0.x + 1;
  r0.x = sqrt(r0.x);
  o0.xyzw = r0.zzzz ? r0.xxxx : float4(1,1,1,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Note: shader requires additional functionality:
//       Early depth-stencil
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float3 LightingChannelsAndModel;   // Offset:    0 Size:    12 [unused]
//   float4 SampleOffsets[2];           // Offset:   16 Size:    32 [unused]
//   float3 ShadowBufferSizeAndSoftTransitionScale;// Offset:   48 Size:    12 [unused]
//   float2 ShadowTexelSize;            // Offset:   64 Size:     8 [unused]
//   float4 ShadowClampRect;            // Offset:   80 Size:    16 [unused]
//   uint LightingChannelMask;          // Offset:   96 Size:     4
//   float ShadowFadeFraction;          // Offset:  100 Size:     4
//   float4x4 ScreenToShadowMatrix;     // Offset:  112 Size:    64
//   float4x4 ScreenToWorldMatrix;      // Offset:  176 Size:    64
//   float4 ShadowFilterScale;          // Offset:  240 Size:    16
//   float4 ShadowFilterBias;           // Offset:  256 Size:    16
//   float4 LightPositionAndInvRadius;  // Offset:  272 Size:    16 [unused]
//   float4x4 ShadowViewProjectionMatrices[6];// Offset:  288 Size:   384 [unused]
//   float ShadowmapResolution;         // Offset:  672 Size:     4 [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 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BaseColorGBufferTextureSampler    sampler      NA          NA    2        1
// SceneDepthTextureSampler          sampler      NA          NA    3        1
// ShadowComparisonSampler         sampler_c      NA          NA    4        1
// RandomAngles3DTextureSampler      sampler      NA          NA    5        1
// BaseColorGBufferTexture           texture  float4          2d    0        1
// SceneDepthTexture                 texture  float4          2d    1        1
// ShadowDepthTexture                texture  float4          2d    2        1
// RandomAngles3DTexture             texture  float4          3d    3        1
// $Globals                          cbuffer      NA          NA    0        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed | forceEarlyDepthStencil
dcl_constantbuffer cb0[17], immediateIndexed
dcl_constantbuffer cb2[2], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_comparison
dcl_sampler s5, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture3d (float,float,float,float) t3
dcl_input_ps linear v0.xyw
dcl_output o0.xyzw
dcl_temps 4
div r0.xy, v0.xyxx, v0.wwww
mad r0.zw, r0.xxxy, cb2[0].xxxy, cb2[0].wwwz
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r0.zwzz, t1.xyzw, s3, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t0.xywz, s2, l(0.000000)
add r0.z, r0.z, l(0.001000)
mul r0.z, r0.z, l(255.000000)
ftou r0.z, r0.z
and r0.z, r0.z, cb0[6].x
max r0.w, r1.x, l(0.001000)
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
mul r0.xy, r0.wwww, r0.xyxx
mul r1.xyzw, r0.yyyy, cb0[12].xyzw
mad r1.xyzw, cb0[11].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb0[13].xyzw, r0.wwww, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[14].xyzw
div r1.xyz, r1.xyzx, r1.wwww
lod r1.w, r1.xyzx, t3.y, s5
round_ne r1.w, r1.w
exp r1.w, -r1.w
mul r1.xyz, r1.wwww, r1.xyzx
sample_l_indexable(texture3d)(float,float,float,float) r1.xy, r1.xyzx, t3.xyzw, s5, l(0.000000)
mad r1.xyzw, r1.xyyx, cb0[15].xzyw, cb0[16].xzyw
mul r2.xyzw, r0.yyyy, cb0[8].xyzw
mad r2.xyzw, cb0[7].xyzw, r0.xxxx, r2.xyzw
mad r2.xyzw, cb0[9].xyzw, r0.wwww, r2.xyzw
add r2.xyzw, r2.xyzw, cb0[10].xyzw
div r0.xy, r2.xyxx, r2.wwww
min r0.w, r2.z, l(0.999000)
mad r2.xy, r1.xyxx, l(0.083000, 0.083000, 0.000000, 0.000000), r0.xyxx
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t2.xxxx, s4, r0.w
mad r2.yz, -r1.xxyx, l(0.000000, 0.083000, 0.083000, 0.000000), r0.xxyx
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
add r2.x, r2.y, r2.x
mul r2.yz, r1.zzwz, l(0.000000, -0.083000, -0.083000, 0.000000)
mad r2.yz, r1.xxyx, l(0.000000, -0.144000, -0.144000, 0.000000), r2.yyzy
add r3.xy, r0.xyxx, r2.yzyy
add r2.yz, r0.xxyx, -r2.yyzy
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.z, r3.xyxx, t2.xxxx, s4, r0.w
add r2.x, r2.z, r2.x
add r2.x, r2.y, r2.x
mul r2.yz, r1.zzwz, l(0.000000, 0.217000, 0.217000, 0.000000)
mad r2.yz, r1.xxyx, l(0.000000, 0.125000, 0.125000, 0.000000), r2.yyzy
add r3.xy, r0.xyxx, r2.yzyy
add r2.yz, r0.xxyx, -r2.yyzy
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.z, r3.xyxx, t2.xxxx, s4, r0.w
add r2.x, r2.z, r2.x
add r2.x, r2.y, r2.x
mad r2.yz, r1.zzwz, l(0.000000, -0.333000, -0.333000, 0.000000), r0.xxyx
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
add r2.x, r2.y, r2.x
mad r2.yz, -r1.zzwz, l(0.000000, -0.333000, -0.333000, 0.000000), r0.xxyx
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
add r2.x, r2.y, r2.x
mul r3.xyzw, r1.xyzw, l(-0.208000, -0.208000, 0.361000, 0.361000)
add r2.yz, r3.zzwz, r3.xxyx
add r3.xy, r0.xyxx, r2.yzyy
add r2.yz, r0.xxyx, -r2.yyzy
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.z, r3.xyxx, t2.xxxx, s4, r0.w
add r2.x, r2.z, r2.x
add r2.x, r2.y, r2.x
mul r3.xyzw, r1.xyzw, l(0.433000, 0.433000, -0.250000, -0.250000)
add r2.yz, r3.zzwz, r3.xxyx
add r3.xy, r0.xyxx, r2.yzyy
add r2.yz, r0.xxyx, -r2.yyzy
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.z, r3.xyxx, t2.xxxx, s4, r0.w
add r2.x, r2.z, r2.x
add r2.x, r2.y, r2.x
mad r2.yz, r1.xxyx, l(0.000000, -0.583000, -0.583000, 0.000000), r0.xxyx
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
add r2.x, r2.y, r2.x
mad r2.yz, -r1.xxyx, l(0.000000, -0.583000, -0.583000, 0.000000), r0.xxyx
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
add r2.x, r2.y, r2.x
mul r2.yz, r1.zzwz, l(0.000000, 0.333000, 0.333000, 0.000000)
mad r2.yz, r1.xxyx, l(0.000000, 0.577000, 0.577000, 0.000000), r2.yyzy
add r3.xy, r0.xyxx, r2.yzyy
add r2.yz, r0.xxyx, -r2.yyzy
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.z, r3.xyxx, t2.xxxx, s4, r0.w
add r2.x, r2.z, r2.x
add r2.x, r2.y, r2.x
mul r2.yz, r1.zzwz, l(0.000000, -0.650000, -0.650000, 0.000000)
mad r2.yz, r1.xxyx, l(0.000000, -0.375000, -0.375000, 0.000000), r2.yyzy
add r3.xy, r0.xyxx, r2.yzyy
add r2.yz, r0.xxyx, -r2.yyzy
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.z, r3.xyxx, t2.xxxx, s4, r0.w
add r2.x, r2.z, r2.x
add r2.x, r2.y, r2.x
mad r2.yz, r1.zzwz, l(0.000000, 0.833000, 0.833000, 0.000000), r0.xxyx
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
add r2.x, r2.y, r2.x
mad r2.yz, -r1.zzwz, l(0.000000, 0.833000, 0.833000, 0.000000), r0.xxyx
sample_c_lz_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.xxxx, s4, r0.w
add r2.x, r2.y, r2.x
mul r3.xyzw, r1.xyzw, l(0.458000, 0.458000, -0.794000, -0.794000)
mul r1.xyzw, r1.xyzw, l(-0.866000, -0.866000, 0.500000, 0.500000)
add r1.xy, r1.zwzz, r1.xyxx
add r1.zw, r3.zzzw, r3.xxxy
add r2.yz, r0.xxyx, r1.zzwz
add r1.zw, r0.xxxy, -r1.zzzw
sample_c_lz_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t2.xxxx, s4, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r1.w, r2.yzyy, t2.xxxx, s4, r0.w
add r1.w, r1.w, r2.x
add r1.z, r1.z, r1.w
add r2.xy, r0.xyxx, r1.xyxx
add r0.xy, r0.xyxx, -r1.xyxx
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xxxx, s4, r0.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.y, r2.xyxx, t2.xxxx, s4, r0.w
add r0.y, r0.y, r1.z
add r0.x, r0.x, r0.y
mul r0.x, r0.x, l(0.041667)
mad r0.x, r0.x, r0.x, l(-1.000000)
mad r0.x, cb0[6].y, r0.x, l(1.000000)
sqrt r0.x, r0.x
movc o0.xyzw, r0.zzzz, r0.xxxx, l(1.000000,1.000000,1.000000,1.000000)
ret 
// Approximately 122 instruction slots used

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