// ---- Created with 3Dmigoto v1.3.11 on Fri Sep 07 15:24:27 2018
Texture3D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb4 : register(b4)
{
  float4 cb4[5];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[1];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[10];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[177];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[40];
}




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

void main(
  float4 v0 : TEXCOORD10,
  float4 v1 : TEXCOORD11,
  float4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD7,
  float4 v4 : SV_Position0,
  uint v5 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb1[41].xyzw * v4.yyyy;
  r0.xyzw = v4.xxxx * cb1[40].xyzw + r0.xyzw;
  r0.xyzw = v4.zzzz * cb1[42].xyzw + r0.xyzw;
  r0.xyzw = cb1[43].xyzw + r0.xyzw;
  r0.xyz = r0.xyz / r0.www;
  
  // Common SVPositionToTranslatedWorld fix:
float4 stereo = StereoParams.Load(0);
matrix TranslatedWorldToClip = MATRIX(cb1, 4);
matrix ClipToTranslatedWorld = MATRIX(cb1, 36);
float4 tmp = mul(r0.xyz, TranslatedWorldToClip);
tmp.x -= stereo.x * (tmp.w - stereo.y);
r0.xyz = mul(tmp, ClipToTranslatedWorld);
  
  r0.xyz = -cb1[62].xyz + r0.xyz;
  r1.xy = cb4[4].xx * v2.xy;
  r1.xyz = t0.SampleBias(s1_s, r1.xy, cb1[133].x).xyz;
  r0.w = r1.x + r1.x;
  r0.w = r1.y * 5 + r0.w;
  r1.yw = r0.yz / cb4[4].yy;
  r1.yw = cb1[132].zz * float2(0.100000001,-0.200000003) + r1.yw;
  r1.y = t1.SampleBias(s2_s, r1.yw, cb1[133].x).x;
  r1.y = r1.z * r1.y;
  r0.w = r1.y * 3 + r0.w;
  r1.yzw = cb4[2].xyz * r0.www;
  r2.xy = -cb3[0].yy * cb4[4].zz + float2(1.5,1);
  r2.x = saturate(r2.x);
  r0.w = r2.x * r1.x;
  r1.x = -r1.x * r2.x + 1;
  r0.w = r2.y * r1.x + r0.w;
  r0.w = cb4[4].w * r0.w;
  r2.w = r1.y * r0.w;
  r1.xyz = r1.yzw * r0.www + cb4[3].xyz;
  r2.w = saturate(r2.w);
  r0.w = cmp(0 < cb0[39].x);
  if (r0.w != 0) {
    r3.xyz = cb1[5].xyw * r0.yyy;
    r3.xyz = r0.xxx * cb1[4].xyw + r3.xyz;
    r3.xyz = r0.zzz * cb1[6].xyw + r3.xyz;
    r3.xyz = cb1[7].xyw + r3.xyz;
    r3.xy = r3.xy / r3.zz;
    r4.xy = r3.xy * float2(0.5,-0.5) + float2(0.5,0.5);
    r0.w = r3.z * cb1[176].x + cb1[176].y;
    r0.w = log2(r0.w);
    r0.w = cb1[176].z * r0.w;
    r4.z = cb1[175].z * r0.w;
    r0.w = t2.SampleLevel(s0_s, r4.xyz, 0).w;
    r0.w = v3.w * r0.w;
  } else {
    r0.w = v3.w;
  }
  r2.xyz = max(float3(0,0,0), r1.xyz);
  r1.x = cmp(0 < cb1[130].x);
  if (r1.x != 0) {
    r1.xyz = -cb2[8].xyz + r0.xyz;
    r3.xyz = float3(1,1,1) + cb2[9].xyz;
    r1.xyz = cmp(r3.xyz < abs(r1.xyz));
    r1.x = (int)r1.y | (int)r1.x;
    r1.x = (int)r1.z | (int)r1.x;
    r0.x = dot(r0.xyz, float3(0.577000022,0.577000022,0.577000022));
    r0.x = 0.00200000009 * r0.x;
    r0.x = frac(r0.x);
    r0.x = cmp(0.5 < r0.x);
    r3.yzw = r0.xxx ? float3(0,1,1) : float3(1,1,0);
    r3.x = 1;
    r2.xyzw = r1.xxxx ? r3.yzwx : r2.xyzw;
  }
  r0.xyz = r2.xyz * r0.www;
  o0.xyz = r0.xyz * r2.www;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Fri Sep 07 15:24:27 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float
// TEXCOORD                11   xyzw        1     NONE   float
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 7   xyzw        3     NONE   float      w
// SV_Position              0   xyzw        4      POS   float   xyz
// SV_IsFrontFace           0   x           5    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[40], immediateIndexed
dcl_constantbuffer cb1[177], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[1], immediateIndexed
dcl_constantbuffer cb4[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture3d (float,float,float,float) t2
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.w
dcl_input_ps_siv linear noperspective v4.xyz, position
dcl_output o0.xyzw
dcl_temps 5
mul r0.xyzw, v4.yyyy, cb1[41].xyzw
mad r0.xyzw, v4.xxxx, cb1[40].xyzw, r0.xyzw
mad r0.xyzw, v4.zzzz, cb1[42].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[43].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r0.xyz, r0.xyzx, -cb1[62].xyzx
mul r1.xy, v2.xyxx, cb4[4].xxxx
sample_b_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s1, cb1[133].x
add r0.w, r1.x, r1.x
mad r0.w, r1.y, l(5.000000), r0.w
div r1.yw, r0.yyyz, cb4[4].yyyy
mad r1.yw, cb1[132].zzzz, l(0.000000, 0.100000, 0.000000, -0.200000), r1.yyyw
sample_b_indexable(texture2d)(float,float,float,float) r1.y, r1.ywyy, t1.yxzw, s2, cb1[133].x
mul r1.y, r1.y, r1.z
mad r0.w, r1.y, l(3.000000), r0.w
mul r1.yzw, r0.wwww, cb4[2].xxyz
mad r2.xy, -cb3[0].yyyy, cb4[4].zzzz, l(1.500000, 1.000000, 0.000000, 0.000000)
mov_sat r2.x, r2.x
mul r0.w, r1.x, r2.x
mad r1.x, -r1.x, r2.x, l(1.000000)
mad r0.w, r2.y, r1.x, r0.w
mul r0.w, r0.w, cb4[4].w
mul r2.w, r0.w, r1.y
mad r1.xyz, r1.yzwy, r0.wwww, cb4[3].xyzx
mov_sat r2.w, r2.w
lt r0.w, l(0.000000), cb0[39].x
if_nz r0.w
  mul r3.xyz, r0.yyyy, cb1[5].xywx
  mad r3.xyz, r0.xxxx, cb1[4].xywx, r3.xyzx
  mad r3.xyz, r0.zzzz, cb1[6].xywx, r3.xyzx
  add r3.xyz, r3.xyzx, cb1[7].xywx
  div r3.xy, r3.xyxx, r3.zzzz
  mad r4.xy, r3.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  mad r0.w, r3.z, cb1[176].x, cb1[176].y
  log r0.w, r0.w
  mul r0.w, r0.w, cb1[176].z
  mul r4.z, r0.w, cb1[175].z
  sample_l_indexable(texture3d)(float,float,float,float) r0.w, r4.xyzx, t2.xyzw, s0, l(0.000000)
  mul r0.w, r0.w, v3.w
else
  mov r0.w, v3.w
endif
max r2.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r1.x, l(0.000000), cb1[130].x
if_nz r1.x
  add r1.xyz, r0.xyzx, -cb2[8].xyzx
  add r3.xyz, cb2[9].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  lt r1.xyz, r3.xyzx, |r1.xyzx|
  or r1.x, r1.y, r1.x
  or r1.x, r1.z, r1.x
  dp3 r0.x, r0.xyzx, l(0.577000, 0.577000, 0.577000, 0.000000)
  mul r0.x, r0.x, l(0.002000)
  frc r0.x, r0.x
  lt r0.x, l(0.500000), r0.x
  movc r3.yzw, r0.xxxx, l(0,0,1.000000,1.000000), l(0,1.000000,1.000000,0)
  mov r3.x, l(1.000000)
  movc r2.xyzw, r1.xxxx, r3.yzwx, r2.xyzw
endif
mul r0.xyz, r0.wwww, r2.xyzx
mul o0.xyz, r2.wwww, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 0 instruction slots used

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