// ---- Created with 3Dmigoto v1.3.11 on Sat Sep 08 07:10:32 2018
Texture2D<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 cb2 : register(b2)
{
  float4 cb2[6];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[10];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[134];
}




// 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 : COLOR0,
  float4 v3 : SV_Position0,
  uint v4 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1,
  out float4 o2 : SV_Target2,
  out float4 o3 : SV_Target3,
  out float4 o4 : SV_Target4)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[41].xyzw * v3.yyyy;
  r0.xyzw = v3.xxxx * cb0[40].xyzw + r0.xyzw;
  r0.xyzw = v3.zzzz * cb0[42].xyzw + r0.xyzw;
  r0.xyzw = cb0[43].xyzw + r0.xyzw;
  r0.xyz = r0.xyz / r0.www;
  
  // Common SVPositionToTranslatedWorld fix:
float4 stereo = StereoParams.Load(0);
matrix TranslatedWorldToClip = MATRIX(cb0, 4);
matrix ClipToTranslatedWorld = MATRIX(cb0, 36);
float4 tmp = mul(r0.xyz, TranslatedWorldToClip);
tmp.x -= stereo.x * (tmp.w - stereo.y);
r0.xyz = mul(tmp, ClipToTranslatedWorld);
  
  r0.xyz = -cb0[62].xyz + r0.xyz;
  r1.xyzw = r0.xyxy / cb2[4].xxxx;
  r0.w = 0.150000006 * cb0[132].z;
  r2.xy = cb0[132].zz * float2(0.00300000003,0.00300000003) + r1.zw;
  r2.xy = frac(r2.xy);
  r2.z = -1 + cb0[133].x;
  r2.x = t0.SampleLevel(s0_s, r2.xy, r2.z).x;
  r0.w = r2.x * 0.25 + r0.w;
  r2.xy = t1.SampleBias(s1_s, r1.zw, cb0[133].x).xy;
  r2.xy = float2(-0.5,-0.5) + r2.xy;
  r2.z = -0.5 + r0.w;
  r2.z = frac(r2.z);
  r2.xy = float2(-1,1) * r2.xy;
  r2.zw = r2.zz * r2.xy + r1.zw;
  r2.zw = frac(r2.zw);
  r2.zw = float2(0.5,0.5) + r2.zw;
  r3.xy = ddx_coarse(r1.zw);
  r3.xy = float2(1024,1024) * r3.xy;
  r3.x = dot(r3.xy, r3.xy);
  r3.yz = ddy_coarse(r1.zw);
  r3.yz = float2(1024,1024) * r3.yz;
  r3.y = dot(r3.yz, r3.yz);
  r3.z = cmp(r3.x >= r3.y);
  r3.x = r3.z ? r3.x : r3.y;
  r3.x = sqrt(r3.x);
  r3.x = log2(r3.x);
  r3.x = cb0[133].x + r3.x;
  r3.yzw = t2.SampleLevel(s2_s, r2.zw, r3.x).xyz;
  r0.w = frac(r0.w);
  r2.xy = r2.xy * r0.ww + r1.xy;
  r2.xyz = t2.SampleLevel(s2_s, r2.xy, r3.x).xyz;
  r0.w = frac(r0.w);
  r2.w = r0.w + r0.w;
  r0.w = 1 + -r0.w;
  r3.x = floor(r2.w);
  r0.w = r0.w * 2 + -r2.w;
  r0.w = r3.x * r0.w + r2.w;
  r2.xyz = r2.xyz + -r3.yzw;
  r2.xyz = r0.www * r2.xyz + r3.yzw;
  r2.xyz = v2.xxx * cb2[4].www + r2.xyz;
  r2.xyz = v2.yyy * cb2[4].zzz + r2.xyz;
  r2.xyz = v2.zzz * cb2[4].yyy + r2.xyz;
  r0.w = cb2[5].x * cb0[132].z;
  r1.xyzw = cb2[5].yyyy * r1.xyzw;
  r1.xyzw = r0.wwww * float4(0.5,0.5,-0.75,-0.25) + r1.xyzw;
  r0.w = t0.SampleBias(s0_s, r1.xy, cb0[133].x).x;
  r1.x = t0.SampleBias(s0_s, r1.zw, cb0[133].x).x;
  r0.w = r1.x * r0.w;
  r1.xyz = r2.xyz * r0.www;
  r1.xyz = r1.xyz * cb2[2].xyz + cb2[3].xyz;
  r1.xyz = max(float3(0,0,0), r1.xyz);
  r0.w = cmp(0 < cb0[130].x);
  if (r0.w != 0) {
    r2.xyz = -cb1[8].xyz + r0.xyz;
    r3.xyz = float3(1,1,1) + cb1[9].xyz;
    r2.xyz = cmp(r3.xyz < abs(r2.xyz));
    r0.w = (int)r2.y | (int)r2.x;
    r0.w = (int)r2.z | (int)r0.w;
    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);
    r0.xyz = r0.xxx ? float3(0,1,1) : float3(1,1,0);
    r1.xyz = r0.www ? r0.xyz : r1.xyz;
  }
  o0.xyz = r1.xyz;
  o0.w = 0;
  o1.xyzw = float4(0,0,0,0);
  o2.xyzw = float4(0,0,0,0);
  o3.xyzw = float4(0,0,0,0);
  o4.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sat Sep 08 07:10:32 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float
// TEXCOORD                11   xyzw        1     NONE   float
// COLOR                    0   xyzw        2     NONE   float   xyz
// SV_Position              0   xyzw        3      POS   float   xyz
// SV_IsFrontFace           0   x           4    FFACE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
// SV_Target                2   xyzw        2   TARGET   float   xyzw
// SV_Target                3   xyzw        3   TARGET   float   xyzw
// SV_Target                4   xyzw        4   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[134], immediateIndexed
dcl_constantbuffer cb1[10], immediateIndexed
dcl_constantbuffer cb2[6], 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_texture2d (float,float,float,float) t2
dcl_input_ps linear v2.xyz
dcl_input_ps_siv linear noperspective v3.xyz, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 4
mul r0.xyzw, v3.yyyy, cb0[41].xyzw
mad r0.xyzw, v3.xxxx, cb0[40].xyzw, r0.xyzw
mad r0.xyzw, v3.zzzz, cb0[42].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[43].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r0.xyz, r0.xyzx, -cb0[62].xyzx
div r1.xyzw, r0.xyxy, cb2[4].xxxx
mul r0.w, cb0[132].z, l(0.150000)
mad r2.xy, cb0[132].zzzz, l(0.003000, 0.003000, 0.000000, 0.000000), r1.zwzz
frc r2.xy, r2.xyxx
add r2.z, cb0[133].x, l(-1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t0.xyzw, s0, r2.z
mad r0.w, r2.x, l(0.250000), r0.w
sample_b_indexable(texture2d)(float,float,float,float) r2.xy, r1.zwzz, t1.xyzw, s1, cb0[133].x
add r2.xy, r2.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
add r2.z, r0.w, l(-0.500000)
frc r2.z, r2.z
mul r2.xy, r2.xyxx, l(-1.000000, 1.000000, 0.000000, 0.000000)
mad r2.zw, r2.zzzz, r2.xxxy, r1.zzzw
frc r2.zw, r2.zzzw
add r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
deriv_rtx_coarse r3.xy, r1.zwzz
mul r3.xy, r3.xyxx, l(1024.000000, 1024.000000, 0.000000, 0.000000)
dp2 r3.x, r3.xyxx, r3.xyxx
deriv_rty_coarse r3.yz, r1.zzwz
mul r3.yz, r3.yyzy, l(0.000000, 1024.000000, 1024.000000, 0.000000)
dp2 r3.y, r3.yzyy, r3.yzyy
ge r3.z, r3.x, r3.y
movc r3.x, r3.z, r3.x, r3.y
sqrt r3.x, r3.x
log r3.x, r3.x
add r3.x, r3.x, cb0[133].x
sample_l_indexable(texture2d)(float,float,float,float) r3.yzw, r2.zwzz, t2.wxyz, s2, r3.x
frc r0.w, r0.w
mad r2.xy, r2.xyxx, r0.wwww, r1.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t2.xyzw, s2, r3.x
frc r0.w, r0.w
add r2.w, r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
round_ni r3.x, r2.w
mad r0.w, r0.w, l(2.000000), -r2.w
mad r0.w, r3.x, r0.w, r2.w
add r2.xyz, -r3.yzwy, r2.xyzx
mad r2.xyz, r0.wwww, r2.xyzx, r3.yzwy
mad r2.xyz, v2.xxxx, cb2[4].wwww, r2.xyzx
mad r2.xyz, v2.yyyy, cb2[4].zzzz, r2.xyzx
mad r2.xyz, v2.zzzz, cb2[4].yyyy, r2.xyzx
mul r0.w, cb0[132].z, cb2[5].x
mul r1.xyzw, r1.xyzw, cb2[5].yyyy
mad r1.xyzw, r0.wwww, l(0.500000, 0.500000, -0.750000, -0.250000), r1.xyzw
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t0.yzwx, s0, cb0[133].x
sample_b_indexable(texture2d)(float,float,float,float) r1.x, r1.zwzz, t0.xyzw, s0, cb0[133].x
mul r0.w, r0.w, r1.x
mul r1.xyz, r0.wwww, r2.xyzx
mad r1.xyz, r1.xyzx, cb2[2].xyzx, cb2[3].xyzx
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.w, l(0.000000), cb0[130].x
if_nz r0.w
  add r2.xyz, r0.xyzx, -cb1[8].xyzx
  add r3.xyz, cb1[9].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  lt r2.xyz, r3.xyzx, |r2.xyzx|
  or r0.w, r2.y, r2.x
  or r0.w, r2.z, r0.w
  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 r0.xyz, r0.xxxx, l(0,1.000000,1.000000,0), l(1.000000,1.000000,0,0)
  movc r1.xyz, r0.wwww, r0.xyzx, r1.xyzx
endif
mov o0.xyz, r1.xyzx
mov o0.w, l(0)
mov o1.xyzw, l(0,0,0,0)
mov o2.xyzw, l(0,0,0,0)
mov o3.xyzw, l(0,0,0,0)
mov o4.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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