// ---- Created with 3Dmigoto v1.3.11 on Fri Sep 07 15:44:36 2018
Texture3D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[3];
}

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

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

cbuffer cb0 : register(b0)
{
  float4 cb0[34];
}




// 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 : TEXCOORD2,
  float4 v3 : TEXCOORD3,
  float4 v4 : TEXCOORD7,
  float4 v5 : SV_Position0,
  uint v6 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = -cb1[121].xy + v5.xy;
  r0.xy = r0.xy * cb1[122].zw + float2(-0.5,-0.5);
  r0.xy = v5.ww * r0.xy;
  r0.z = v5.w;
  r0.xyw = float3(2,-2,1) * r0.xyz;
  r1.xyzw = cb1[41].xyzw * v5.yyyy;
  r1.xyzw = v5.xxxx * cb1[40].xyzw + r1.xyzw;
  r1.xyzw = v5.zzzz * cb1[42].xyzw + r1.xyzw;
  r1.xyzw = cb1[43].xyzw + r1.xyzw;
  r1.xyz = r1.xyz / r1.www;
  
  // Common SVPositionToTranslatedWorld fix:
float4 stereo = StereoParams.Load(0);
matrix TranslatedWorldToClip = MATRIX(cb1, 4);
matrix ClipToTranslatedWorld = MATRIX(cb1, 36);
float4 tmp = mul(r1.xyz, TranslatedWorldToClip);
tmp.x -= stereo.x * (tmp.w - stereo.y);
r1.xyz = mul(tmp, ClipToTranslatedWorld);
  
  r1.xyz = -cb1[62].xyz + r1.xyz;
  r0.xy = r0.xy / r0.ww;
  r0.xy = r0.xy * cb1[58].xy + cb1[58].wz;
  r0.x = t2.SampleLevel(s3_s, r0.xy, 0).x;
  r0.y = r0.x * cb1[57].x + cb1[57].y;
  r0.x = r0.x * cb1[57].z + -cb1[57].w;
  r0.x = 1 / r0.x;
  r0.x = r0.y + r0.x;
  r0.x = -r0.z * 1 + r0.x;
  r0.x = saturate(0.00499999989 * r0.x);
  r0.x = 1 + -r0.x;
  r0.xyz = v3.xyz * r0.xxx;
  r0.xyz = r0.xyz * float3(50,50,50) + v3.xyz;
  r2.xyzw = r1.yzxz / cb3[2].xxxx;
  r2.xyzw = cb1[132].zzzz * float4(0.200000003,0.200000003,-0.200000003,-0.200000003) + r2.xyzw;
  r2.xy = t0.SampleBias(s1_s, r2.xy, cb1[133].x).xy;
  r2.zw = t1.SampleBias(s2_s, r2.zw, cb1[133].x).xy;
  r0.w = r2.x * r2.z;
  r0.xyz = r2.yyy * r2.www + r0.xyz;
  r0.xyz = cb3[1].xyz + r0.xyz;
  r1.w = -0.5 + v2.y;
  r1.w = -r1.w * r1.w + 1;
  r1.w = max(0, r1.w);
  r1.w = log2(r1.w);
  r1.w = 20 * r1.w;
  r1.w = exp2(r1.w);
  r1.w = v3.w * r1.w;
  r0.w = r1.w * r0.w;
  r2.w = saturate(25 * r0.w);
  r0.w = cmp(0 < cb0[33].x);
  if (r0.w != 0) {
    r3.xyz = cb1[5].xyw * r1.yyy;
    r3.xyz = r1.xxx * cb1[4].xyw + r3.xyz;
    r3.xyz = r1.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;
    r3.xyzw = t3.SampleLevel(s0_s, r4.xyz, 0).xyzw;
    r4.x = v4.w * r3.w;
    r3.xyz = v4.xyz * r3.www + r3.xyz;
  } else {
    r3.xyz = v4.xyz;
    r4.x = v4.w;
  }
  r2.xyz = max(float3(0,0,0), r0.xyz);
  r0.x = cmp(0 < cb1[130].x);
  if (r0.x != 0) {
    r0.xyz = -cb2[8].xyz + r1.xyz;
    r4.yzw = float3(1,1,1) + cb2[9].xyz;
    r0.xyz = cmp(r4.yzw < abs(r0.xyz));
    r0.x = (int)r0.y | (int)r0.x;
    r0.x = (int)r0.z | (int)r0.x;
    r0.y = dot(r1.xyz, float3(0.577000022,0.577000022,0.577000022));
    r0.y = 0.00200000009 * r0.y;
    r0.y = frac(r0.y);
    r0.y = cmp(0.5 < r0.y);
    r1.yzw = r0.yyy ? float3(0,1,1) : float3(1,1,0);
    r1.x = 1;
    r2.xyzw = r0.xxxx ? r1.yzwx : r2.xyzw;
    o0.w = r2.w;
  } else {
    o0.w = r2.w;
  }
  o0.xyz = r2.xyz * r4.xxx + r3.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Fri Sep 07 15:44:36 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyz         0     NONE   float
// TEXCOORD                11   xyzw        1     NONE   float
// TEXCOORD                 2   xyzw        2     NONE   float    y
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 7   xyzw        4     NONE   float   xyzw
// SV_Position              0   xyzw        5      POS   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[34], immediateIndexed
dcl_constantbuffer cb1[177], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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 v2.y
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps_siv linear noperspective v5.xyzw, position
dcl_output o0.xyzw
dcl_temps 5
add r0.xy, v5.xyxx, -cb1[121].xyxx
mad r0.xy, r0.xyxx, cb1[122].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, v5.wwww
mov r0.z, v5.w
mul r0.xyw, r0.xyxz, l(2.000000, -2.000000, 0.000000, 1.000000)
mul r1.xyzw, v5.yyyy, cb1[41].xyzw
mad r1.xyzw, v5.xxxx, cb1[40].xyzw, r1.xyzw
mad r1.xyzw, v5.zzzz, cb1[42].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb1[43].xyzw
div r1.xyz, r1.xyzx, r1.wwww
add r1.xyz, r1.xyzx, -cb1[62].xyzx
div r0.xy, r0.xyxx, r0.wwww
mad r0.xy, r0.xyxx, cb1[58].xyxx, cb1[58].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s3, l(0.000000)
mad r0.y, r0.x, cb1[57].x, cb1[57].y
mad r0.x, r0.x, cb1[57].z, -cb1[57].w
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
add r0.x, r0.x, r0.y
mad r0.x, -r0.z, l(1.000000), r0.x
mul_sat r0.x, r0.x, l(0.005000)
add r0.x, -r0.x, l(1.000000)
mul r0.xyz, r0.xxxx, v3.xyzx
mad r0.xyz, r0.xyzx, l(50.000000, 50.000000, 50.000000, 0.000000), v3.xyzx
div r2.xyzw, r1.yzxz, cb3[2].xxxx
mad r2.xyzw, cb1[132].zzzz, l(0.200000, 0.200000, -0.200000, -0.200000), r2.xyzw
sample_b_indexable(texture2d)(float,float,float,float) r2.xy, r2.xyxx, t0.xyzw, s1, cb1[133].x
sample_b_indexable(texture2d)(float,float,float,float) r2.zw, r2.zwzz, t1.zwxy, s2, cb1[133].x
mul r0.w, r2.z, r2.x
mad r0.xyz, r2.yyyy, r2.wwww, r0.xyzx
add r0.xyz, r0.xyzx, cb3[1].xyzx
add r1.w, v2.y, l(-0.500000)
mad r1.w, -r1.w, r1.w, l(1.000000)
max r1.w, r1.w, l(0.000000)
log r1.w, r1.w
mul r1.w, r1.w, l(20.000000)
exp r1.w, r1.w
mul r1.w, r1.w, v3.w
mul r0.w, r0.w, r1.w
mul_sat r2.w, r0.w, l(25.000000)
lt r0.w, l(0.000000), cb0[33].x
if_nz r0.w
  mul r3.xyz, r1.yyyy, cb1[5].xywx
  mad r3.xyz, r1.xxxx, cb1[4].xywx, r3.xyzx
  mad r3.xyz, r1.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) r3.xyzw, r4.xyzx, t3.xyzw, s0, l(0.000000)
  mul r4.x, r3.w, v4.w
  mad r3.xyz, v4.xyzx, r3.wwww, r3.xyzx
else
  mov r3.xyz, v4.xyzx
  mov r4.x, v4.w
endif
max r2.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.x, l(0.000000), cb1[130].x
if_nz r0.x
  add r0.xyz, r1.xyzx, -cb2[8].xyzx
  add r4.yzw, cb2[9].xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
  lt r0.xyz, r4.yzwy, |r0.xyzx|
  or r0.x, r0.y, r0.x
  or r0.x, r0.z, r0.x
  dp3 r0.y, r1.xyzx, l(0.577000, 0.577000, 0.577000, 0.000000)
  mul r0.y, r0.y, l(0.002000)
  frc r0.y, r0.y
  lt r0.y, l(0.500000), r0.y
  movc r1.yzw, r0.yyyy, l(0,0,1.000000,1.000000), l(0,1.000000,1.000000,0)
  mov r1.x, l(1.000000)
  movc r2.xyzw, r0.xxxx, r1.yzwx, r2.xyzw
  mov o0.w, r2.w
else
  mov o0.w, r2.w
endif
mad o0.xyz, r2.xyzx, r4.xxxx, r3.xyzx
ret
// Approximately 0 instruction slots used

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