// Water
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[12];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[12];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[13];
}




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

void main( 
  float4 v0 : SV_Position0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = cb1[3].zw * v0.xy;
  r0.x = t2.SampleLevel(s2_s, r0.xy, 0).x;
  r1.xyzw = cb0[1].xyzw * v0.yyyy;
  r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw;
  r0.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw;
  r0.xyzw = cb0[3].xyzw + r0.xyzw;
  r0.xyzw = r0.xyzz / r0.wwww;
  
  float4 s = StereoParams.Load(0);
matrix m = MATRIX(cb0, 0);
matrix im = inverse(m);
float4 t = mul(float4(r0.xyz, 1), im);
t.x -= s.x * (t.w - s.y) * cb1[3].x / 2;
r0.xyz = mul(t, m);
  
  
  r1.xyz = float3(1,1,1) + r0.xyw;
  r1.xyz = cmp(r1.xyz < float3(0,0,0));
  r1.x = (int)r1.y | (int)r1.x;
  r1.x = (int)r1.z | (int)r1.x;
  if (r1.x != 0) discard;
  r1.xyz = float3(1,1,1) + -r0.xyw;
  r0.xyzw = r0.xyzw * float4(0.5,0.5,0.5,0.5) + float4(0.5,0.5,0.5,-0.700000048);
  r1.xyz = cmp(r1.xyz < float3(0,0,0));
  r1.x = (int)r1.y | (int)r1.x;
  r1.x = (int)r1.z | (int)r1.x;
  if (r1.x != 0) discard;
  r1.xy = cb2[6].xy * cb1[11].zz;
  r1.xy = r0.zy * cb2[5].xy + r1.xy;
  r1.x = t0.Sample(s0_s, r1.xy).x;
  r1.yz = cb2[8].xy * cb1[11].zz;
  r1.yz = r0.zy * cb2[7].xy + r1.yz;
  r1.y = t0.Sample(s0_s, r1.yz).y;
  r1.x = r1.x + r1.y;
  r0.w = saturate(-1.66666663 * r0.w);
  r1.y = r0.w * -2 + 3;
  r0.w = r0.w * r0.w;
  r0.w = r1.y * r0.w;
  r0.w = r1.x * r0.w;
  r0.yz = t1.Sample(s1_s, r0.zy).xy;
  r0.x = r0.x * 2 + -1;
  r0.x = saturate(-abs(r0.x) * 4 + 4);
  r0.y = r0.w * r0.y + r0.z;
  r0.y = -0.5 + r0.y;
  r0.y = saturate(r0.y + r0.y);
  r0.y = ceil(r0.y);
  r0.y = saturate(cb2[11].y * r0.y);
  r0.x = r0.y * r0.x;
  o0.w = cb0[12].x * r0.x;
  r0.xyz = cb2[2].xyz + cb2[1].xyz;
  o0.xyz = max(float3(0,0,0), r0.xyz);
  
  
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.57 on Sat Jun 17 10:36:29 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy  
//
//
// 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[13], immediateIndexed
dcl_constantbuffer cb1[12], immediateIndexed
dcl_constantbuffer cb2[12], 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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 2
mul r0.xy, v0.xyxx, cb1[3].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s2, l(0.000000)
mul r1.xyzw, v0.yyyy, cb0[1].xyzw
mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw
mad r0.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyzw, r0.xyzz, r0.wwww
add r1.xyz, r0.xywx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r1.x, r1.y, r1.x
or r1.x, r1.z, r1.x
discard_nz r1.x
add r1.xyz, -r0.xywx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.xyzw, r0.xyzw, l(0.500000, 0.500000, 0.500000, 0.500000), l(0.500000, 0.500000, 0.500000, -0.700000048)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r1.x, r1.y, r1.x
or r1.x, r1.z, r1.x
discard_nz r1.x
mul r1.xy, cb1[11].zzzz, cb2[6].xyxx
mad r1.xy, r0.zyzz, cb2[5].xyxx, r1.xyxx
sample_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t0.xyzw, s0
mul r1.yz, cb1[11].zzzz, cb2[8].xxyx
mad r1.yz, r0.zzyz, cb2[7].xxyx, r1.yyzy
sample_indexable(texture2d)(float,float,float,float) r1.y, r1.yzyy, t0.xyzw, s0
add r1.x, r1.y, r1.x
mul_sat r0.w, r0.w, l(-1.66666663)
mad r1.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, r1.x
sample_indexable(texture2d)(float,float,float,float) r0.yz, r0.zyzz, t1.zxyw, s1
mad r0.x, r0.x, l(2.000000), l(-1.000000)
mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000)
mad r0.y, r0.w, r0.y, r0.z
add r0.y, r0.y, l(-0.500000)
add_sat r0.y, r0.y, r0.y
round_pi r0.y, r0.y
mul_sat r0.y, r0.y, cb2[11].y
mul r0.x, r0.x, r0.y
mul o0.w, r0.x, cb0[12].x
add r0.xyz, cb2[1].xyzx, cb2[2].xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
ret 
// Approximately 0 instruction slots used

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