// Batch 7 DHR
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[2];
}

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

cbuffer cb1 : register(b1)
{
  float4 cb1[11];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[58];
}




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

void main( 
  linear centroid float4 v0 : TEXCOORD10,
  linear centroid float4 v1 : TEXCOORD11,
  float4 v2 : COLOR1,
  float3 v3 : PARTICLE_POSITION0,
  float w3 : PARTICLE_TIME0,
  float4 v4 : PARTICLE_VELOCITY0,
  float4 v5 : TEXCOORD7,
  float4 v6 : SV_Position0,
  uint v7 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = v1.zxy * v0.yzx;
  r0.xyz = v1.yzx * v0.zxy + -r0.xyz;
  r0.xyz = v1.www * r0.xyz;
  r1.xyzw = cb0[38].xyzw * v6.yyyy;
  r1.xyzw = v6.xxxx * cb0[37].xyzw + r1.xyzw;
  r1.xyzw = v6.zzzz * cb0[39].xyzw + r1.xyzw;
  r1.xyzw = cb0[40].xyzw + r1.xyzw;
  r1.xyz = r1.xyz / r1.www;
  
  // Common SVPositionToTranslatedWorld fix:
float4 stereo = StereoParams.Load(0);
matrix TranslatedWorldToClip = MATRIX(cb0, 1);
matrix ClipToTranslatedWorld = MATRIX(cb0, 33);
float4 tmp = mul(r1.xyz, TranslatedWorldToClip);
tmp.x -= stereo.x * (tmp.w - stereo.y);
r1.xyz = mul(tmp, ClipToTranslatedWorld);
  
  r0.w = dot(-r1.xyz, -r1.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = -r1.xyz * r0.www;
  r0.w = cb2[9].w * cb1[10].w;
  r1.w = v7.x ? 1 : -1;
  r0.w = r1.w * r0.w;
  r3.xyz = cb1[7].www * float3(0,0,1) + cb1[7].xyz;
  r3.xyz = r3.xyz * r0.www;
  r0.w = dot(r3.xyz, r3.xyz);
  r0.w = rsqrt(r0.w);
  r3.xyz = r3.xyz * r0.www;
  r0.xyz = r3.yyy * r0.xyz;
  r0.xyz = r3.xxx * v0.xyz + r0.xyz;
  r0.xyz = r3.zzz * v1.xyz + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r0.w = dot(r0.xyz, r2.xyz);
  r0.xyz = r0.xyz * r0.www;
  r0.xyz = r0.xyz * float3(2,2,2) + -r2.xyz;
  r2.xyz = t0.Sample(s0_s, r0.xz).xyz;
  r0.x = dot(r0.xyz, v1.xyz);
  r0.x = max(9.99999997e-007, abs(r0.x));
  r0.x = log2(r0.x);
  r0.x = 1.29999995 * r0.x;
  r0.x = exp2(r0.x);
  r0.x = 1 + -r0.x;
  r0.x = 8 * r0.x;
  r0.xyz = r2.xyz * r0.xxx;
  r0.xyz = v2.xyz * r0.xyz + v2.xyz;
  r0.xyz = r0.xyz * v2.xyz + cb3[1].xyz;
  r0.w = max(0, r0.w);
  r0.w = 1 + -r0.w;
  r0.w = max(9.99999997e-007, abs(r0.w));
  r0.w = log2(r0.w);
  r0.w = 7 * r0.w;
  r0.w = exp2(r0.w);
  r0.w = r0.w * 0.99000001 + 0.00999999978;
  r2.w = saturate(v2.w * r0.w);
  r2.xyz = max(float3(0,0,0), r0.xyz);
  r0.x = cmp(0 < cb1[9].x);
  if (r0.x != 0) {
    r0.xyz = -cb0[57].xyz + r1.xyz;
    r1.xyz = -cb2[8].xyz + r0.xyz;
    r3.xyz = float3(1,1,1) + cb2[9].xyz;
    r1.xyz = cmp(r3.xyz < abs(r1.xyz));
    r0.w = (int)r1.y | (int)r1.x;
    r0.w = (int)r1.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);
    r1.yzw = r0.xxx ? float3(0,1,1) : float3(1,1,0);
    r1.x = 1;
    r2.xyzw = r0.wwww ? r1.yzwx : r2.xyzw;
    o0.w = r2.w;
  } else {
    o0.w = r2.w;
  }
  o0.xyz = r2.xyz * v5.www + v5.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// COLOR                    1   xyzw        2     NONE   float   xyzw
// PARTICLE_POSITION        0   xyz         3     NONE   float       
// PARTICLE_TIME            0      w        3     NONE   float       
// PARTICLE_VELOCITY        0   xyzw        4     NONE   float       
// TEXCOORD                 7   xyzw        5     NONE   float   xyzw
// SV_Position              0   xyzw        6      POS   float   xyz 
// SV_IsFrontFace           0   x           7    FFACE    uint   x   
//
//
// 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[58], immediateIndexed
dcl_constantbuffer cb1[11], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear centroid v0.xyz
dcl_input_ps linear centroid v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v5.xyzw
dcl_input_ps_siv linear noperspective v6.xyz, position
dcl_input_ps_sgv v7.x, is_front_face
dcl_output o0.xyzw
dcl_temps 4
mul r0.xyz, v0.yzxy, v1.zxyz
mad r0.xyz, v1.yzxy, v0.zxyz, -r0.xyzx
mul r0.xyz, r0.xyzx, v1.wwww
mul r1.xyzw, v6.yyyy, cb0[38].xyzw
mad r1.xyzw, v6.xxxx, cb0[37].xyzw, r1.xyzw
mad r1.xyzw, v6.zzzz, cb0[39].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[40].xyzw
div r1.xyz, r1.xyzx, r1.wwww
dp3 r0.w, -r1.xyzx, -r1.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, -r1.xyzx
mul r0.w, cb1[10].w, cb2[9].w
movc r1.w, v7.x, l(1.000000), l(-1.000000)
mul r0.w, r0.w, r1.w
mad r3.xyz, cb1[7].wwww, l(0.000000, 0.000000, 1.000000, 0.000000), cb1[7].xyzx
mul r3.xyz, r0.wwww, r3.xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
mul r0.xyz, r0.xyzx, r3.yyyy
mad r0.xyz, r3.xxxx, v0.xyzx, r0.xyzx
mad r0.xyz, r3.zzzz, v1.xyzx, r0.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, r0.xyzx, r2.xyzx
mul r0.xyz, r0.wwww, r0.xyzx
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), -r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xzxx, t0.xyzw, s0
dp3 r0.x, r0.xyzx, v1.xyzx
max r0.x, |r0.x|, l(0.000001)
log r0.x, r0.x
mul r0.x, r0.x, l(1.300000)
exp r0.x, r0.x
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, l(8.000000)
mul r0.xyz, r0.xxxx, r2.xyzx
mad r0.xyz, v2.xyzx, r0.xyzx, v2.xyzx
mad r0.xyz, r0.xyzx, v2.xyzx, cb3[1].xyzx
max r0.w, r0.w, l(0.000000)
add r0.w, -r0.w, l(1.000000)
max r0.w, |r0.w|, l(0.000001)
log r0.w, r0.w
mul r0.w, r0.w, l(7.000000)
exp r0.w, r0.w
mad r0.w, r0.w, l(0.990000), l(0.010000)
mul_sat r2.w, r0.w, v2.w
max r2.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.x, l(0.000000), cb1[9].x
if_nz r0.x
  add r0.xyz, r1.xyzx, -cb0[57].xyzx
  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 r0.w, r1.y, r1.x
  or r0.w, r1.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 r1.yzw, r0.xxxx, l(0,0,1.000000,1.000000), l(0,1.000000,1.000000,0)
  mov r1.x, l(1.000000)
  movc r2.xyzw, r0.wwww, r1.yzwx, r2.xyzw
  mov o0.w, r2.w
else 
  mov o0.w, r2.w
endif 
mad o0.xyz, r2.xyzx, v5.wwww, v5.xyzx
ret 
// Approximately 0 instruction slots used

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