// Stars
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

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[12];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[61];
}




// 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 : VELOCITY_PREV_POS0,
  float4 v4 : SV_Position0,
  uint v5 : 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,
  out float4 o5 : SV_Target5)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = -cb1[1].xy + v4.xy;
  r0.xy = r0.xy * cb1[2].zw + float2(-0.5,-0.5);
  r0.xy = v4.ww * r0.xy;
  r0.z = v4.w;
  r0.xyz = float3(2,-2,1) * r0.xyz;
  r1.xyzw = cb0[38].xyzw * v4.yyyy;
  r1.xyzw = v4.xxxx * cb0[37].xyzw + r1.xyzw;
  r1.xyzw = v4.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);
  
  r1.xyz = -cb0[57].xyz + r1.xyz;
  r2.xy = float2(1.81818177e-005,1.81818177e-005) * r1.yz;
  r3.xyz = t0.Sample(s0_s, r2.xy).xyz;
  r4.xyz = r3.xyz * r3.yyy;
  r4.xyz = float3(60,60,60) * r4.xyz;
  r5.xyzw = cb1[11].zzzz * float4(-0.200000003,0.400000006,0.300000012,-2) + r2.xyxy;
  r2.zw = float2(6.25,6.25) * r5.xy;
  r5.xy = cmp(r2.zw >= -r2.zw);
  r2.zw = frac(abs(r2.zw));
  r2.zw = r5.xy ? r2.zw : -r2.zw;
  r2.zw = float2(0.159999996,0.159999996) * r2.zw;
  r0.w = t1.Sample(s1_s, r2.zw).w;
  r0.w = -0.100000001 + r0.w;
  r0.w = r0.w + r0.w;
  r0.w = max(0.100000001, r0.w);
  r0.w = min(1, r0.w);
  r0.w = r3.z * r0.w;
  r2.xyz = t1.Sample(s1_s, r2.xy).xyz;
  r2.xyz = r2.xyz + r2.xyz;
  r1.w = t1.Sample(s1_s, r5.zw).w;
  r1.w = -0.100000001 + r1.w;
  r1.w = r1.w + r1.w;
  r1.w = max(0.5, r1.w);
  r1.w = min(1, r1.w);
  r2.w = max(9.99999997e-007, abs(v2.y));
  r2.w = r2.w * r2.w;
  r3.xyz = r2.www * float3(0,0.00359999994,0.0900000036) + r3.xyz;
  r2.xyz = r2.xyz * r1.www + r3.xyz;
  r2.xyz = r4.xyz * r0.www + r2.xyz;
  r2.xyz = cb3[1].xyz + r2.xyz;
  r0.xy = r0.xy / r0.zz;
  r0.xy = -cb0[27].xy + r0.xy;
  r0.zw = v3.xy / v3.ww;
  r0.zw = -cb0[60].xy + r0.zw;
  r0.xy = r0.xy + -r0.zw;
  r0.xy = r0.xy * float2(0.249500006,0.249500006) + float2(0.499992371,0.499992371);
  o4.xy = v3.zz * r0.xy;
  o4.zw = float2(0,0);
  r0.xyz = max(float3(0,0,0), r2.xyz);
  r0.w = cmp(0 < cb1[9].x);
  if (r0.w != 0) {
    r2.xyz = -cb2[8].xyz + r1.xyz;
    r3.xyz = float3(1,1,1) + cb2[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;
    r1.x = dot(r1.xyz, float3(0.577000022,0.577000022,0.577000022));
    r1.x = 0.00200000009 * r1.x;
    r1.x = frac(r1.x);
    r1.x = cmp(0.5 < r1.x);
    r1.xyz = r1.xxx ? float3(0,1,1) : float3(1,1,0);
    r0.xyz = r0.www ? r1.xyz : r0.xyz;
  }
  o0.xyz = r0.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);
  o5.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.57 on Sun Jun 04 20:49:17 2017
//
//
// 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    y  
// VELOCITY_PREV_POS        0   xyzw        3     NONE   float   xyzw
// SV_Position              0   xyzw        4      POS   float   xyzw
// SV_IsFrontFace           0   x           5    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
// SV_Target                5   xyzw        5   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[61], immediateIndexed
dcl_constantbuffer cb1[12], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v2.y
dcl_input_ps linear v3.xyzw
dcl_input_ps_siv linear noperspective v4.xyzw, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_temps 6
add r0.xy, v4.xyxx, -cb1[1].xyxx
mad r0.xy, r0.xyxx, cb1[2].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, v4.wwww
mov r0.z, v4.w
mul r0.xyz, r0.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
mul r1.xyzw, v4.yyyy, cb0[38].xyzw
mad r1.xyzw, v4.xxxx, cb0[37].xyzw, r1.xyzw
mad r1.xyzw, v4.zzzz, cb0[39].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[40].xyzw
div r1.xyz, r1.xyzx, r1.wwww
add r1.xyz, r1.xyzx, -cb0[57].xyzx
mul r2.xy, r1.yzyy, l(0.0000181818177, 0.0000181818177, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
mul r4.xyz, r3.yyyy, r3.xyzx
mul r4.xyz, r4.xyzx, l(60.000000, 60.000000, 60.000000, 0.000000)
mad r5.xyzw, cb1[11].zzzz, l(-0.200000, 0.400000, 0.300000, -2.000000), r2.xyxy
mul r2.zw, r5.xxxy, l(0.000000, 0.000000, 6.250000, 6.250000)
ge r5.xy, r2.zwzz, -r2.zwzz
frc r2.zw, |r2.zzzw|
movc r2.zw, r5.xxxy, r2.zzzw, -r2.zzzw
mul r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.160000, 0.160000)
sample_indexable(texture2d)(float,float,float,float) r0.w, r2.zwzz, t1.xyzw, s1
add r0.w, r0.w, l(-0.100000)
add r0.w, r0.w, r0.w
max r0.w, r0.w, l(0.100000)
min r0.w, r0.w, l(1.000000)
mul r0.w, r0.w, r3.z
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t1.xyzw, s1
add r2.xyz, r2.xyzx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.w, r5.zwzz, t1.xyzw, s1
add r1.w, r1.w, l(-0.100000)
add r1.w, r1.w, r1.w
max r1.w, r1.w, l(0.500000)
min r1.w, r1.w, l(1.000000)
max r2.w, |v2.y|, l(0.000001)
mul r2.w, r2.w, r2.w
mad r3.xyz, r2.wwww, l(0.000000, 0.003600, 0.090000, 0.000000), r3.xyzx
mad r2.xyz, r2.xyzx, r1.wwww, r3.xyzx
mad r2.xyz, r4.xyzx, r0.wwww, r2.xyzx
add r2.xyz, r2.xyzx, cb3[1].xyzx
div r0.xy, r0.xyxx, r0.zzzz
add r0.xy, r0.xyxx, -cb0[27].xyxx
div r0.zw, v3.xxxy, v3.wwww
add r0.zw, r0.zzzw, -cb0[60].xxxy
add r0.xy, -r0.zwzz, r0.xyxx
mad r0.xy, r0.xyxx, l(0.249500, 0.249500, 0.000000, 0.000000), l(0.499992371, 0.499992371, 0.000000, 0.000000)
mul o4.xy, r0.xyxx, v3.zzzz
mov o4.zw, l(0,0,0,0)
max r0.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.w, l(0.000000), cb1[9].x
if_nz r0.w
  add r2.xyz, r1.xyzx, -cb2[8].xyzx
  add r3.xyz, cb2[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 r1.x, r1.xyzx, l(0.577000, 0.577000, 0.577000, 0.000000)
  mul r1.x, r1.x, l(0.002000)
  frc r1.x, r1.x
  lt r1.x, l(0.500000), r1.x
  movc r1.xyz, r1.xxxx, l(0,1.000000,1.000000,0), l(1.000000,1.000000,0,0)
  movc r0.xyz, r0.wwww, r1.xyzx, r0.xyzx
endif 
mov o0.xyz, r0.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 o5.xyzw, l(0,0,0,0)
ret 
// Approximately 0 instruction slots used

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