// Underwater
Texture2D<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[15];
}

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

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

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 : SV_Position0,
  uint v3 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11;
  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.xy = -cb1[1].xy + v2.xy;
  r1.xy = r1.xy * cb1[2].zw + float2(-0.5,-0.5);
  r1.xy = v2.ww * r1.xy;
  r1.z = v2.w;
  r2.xyzw = float4(2,-2,1,0.00200000009) * r1.xyzz;
  r3.xyzw = cb0[38].xyzw * v2.yyyy;
  r3.xyzw = v2.xxxx * cb0[37].xyzw + r3.xyzw;
  r3.xyzw = v2.zzzz * cb0[39].xyzw + r3.xyzw;
  r3.xyzw = cb0[40].xyzw + r3.xyzw;
  r1.xyw = r3.xyz / r3.www;
  
  // Common SVPositionToTranslatedWorld fix:
float4 stereo = StereoParams.Load(0);
matrix TranslatedWorldToClip = MATRIX(cb0, 1);
matrix ClipToTranslatedWorld = MATRIX(cb0, 33);
float4 tmp = mul(r1.xyw, TranslatedWorldToClip);
tmp.x -= stereo.x * (tmp.w - stereo.y);
r1.xyw = mul(tmp, ClipToTranslatedWorld);
  
  r3.xyz = -cb0[57].xyz + r1.xyw;
  r0.w = dot(-r1.xyw, -r1.xyw);
  r0.w = rsqrt(r0.w);
  r1.xyw = -r1.xyw * r0.www;
  r0.w = cb3[12].x * cb1[11].z;
  r4.xy = float2(0.100000001,-0.100000001) * r0.ww;
  r5.xyzw = r3.xyxy / cb3[12].yyzz;
  r4.z = 0;
  r6.xy = r5.xy + r4.xz;
  r0.w = t0.Sample(s0_s, r6.xy).x;
  r6.x = r0.w + r0.w;
  r7.xy = r5.zw + r5.zw;
  r8.xyzw = r5.xyxy * float4(2,2,2,2) + r4.yzzy;
  r0.w = t0.Sample(s0_s, r8.xy).y;
  r6.y = r0.w + r0.w;
  r6.z = 1;
  r9.xyz = float3(-1,-1,1) + r6.xyz;
  r10.xyzw = r5.xyxy * float4(4,4,6,6) + r4.zxzy;
  r11.x = t0.Sample(s0_s, r10.xy).x;
  r11.y = t0.Sample(s0_s, r10.zw).y;
  r11.z = 1;
  r10.xyz = r11.xyz * float3(-2,-2,2) + float3(1,1,-1);
  r0.w = dot(r9.xyz, r10.xyz);
  r10.xyz = r10.xyz + r10.xyz;
  r9.xyz = r9.xyz * r0.www + -r10.xyz;
  r4.xyzw = r5.xyxy * float4(0.5,0.5,2.5,2.5) + r4.yzzx;
  r0.w = t0.Sample(s0_s, r4.xy).x;
  r6.w = r0.w + r0.w;
  r6.xyz = float3(-1,-1,1) + r6.xwz;
  r4.x = t0.Sample(s0_s, r4.zw).x;
  r4.y = t0.Sample(s0_s, r8.zw).y;
  r4.z = 1;
  r4.xyz = r4.xyz * float3(-2,-2,2) + float3(1,1,-1);
  r0.w = dot(r6.xyz, r4.xyz);
  r4.xyz = r4.xyz + r4.xyz;
  r4.xyz = r6.xyz * r0.www + -r4.xyz;
  r0.w = t1.Sample(s1_s, r5.zw).x;
  r3.w = t1.Sample(s1_s, r7.xy).y;
  r6.xyzw = float4(3,3,4,4) * r5.zwzw;
  r4.w = t1.Sample(s1_s, r6.xy).z;
  r3.w = r3.w + -r0.w;
  r0.w = r4.w * r3.w + r0.w;
  r3.w = t1.Sample(s1_s, r6.zw).x;
  r6.xyzw = float4(5,5,6,6) * r5.zwzw;
  r4.w = t1.Sample(s1_s, r6.xy).y;
  r3.w = r3.w + -r0.w;
  r0.w = r4.w * r3.w + r0.w;
  r3.w = t1.Sample(s1_s, r6.zw).z;
  r5.xy = float2(7,7) * r5.zw;
  r4.w = t1.Sample(s1_s, r5.xy).y;
  r3.w = r3.w + -r0.w;
  r0.w = r4.w * r3.w + r0.w;
  r0.w = saturate(3 * r0.w);
  r0.w = saturate(r0.w * 7 + -3);
  r4.xyz = r4.xyz + -r9.xyz;
  r4.xyz = r0.www * r4.xyz + r9.xyz;
  r4.xyz = float3(-0,-0,-1) + r4.xyz;
  r4.xyz = cb3[12].www * r4.xyz + float3(0,0,1);
  r2.xy = r2.xy / r2.zz;
  r5.xy = r4.xy * float2(0.119999997,-0.119999997) + r2.xy;
  r5.xy = max(float2(-0.999000013,-0.999000013), r5.xy);
  r5.xy = min(float2(0.999000013,0.999000013), r5.xy);
  r5.xy = r5.xy * cb0[53].xy + cb0[53].wz;
  r6.xyz = t3.Sample(s3_s, r5.xy).xyz;
  r6.xyz = r6.xyz * r6.xyz;
  r6.xyz = r6.xyz * r6.xyz;
  r6.xyz = cb3[13].yyy * r6.xyz;
  r7.xyz = float3(10,10,10) * r6.xyz;
  r8.z = dot(v1.xyz, r1.xyw);
  r0.w = saturate(r8.z);
  r0.w = 1 + -r0.w;
  r0.w = max(9.99999997e-007, r0.w);
  r2.z = r0.w * r0.w;
  r0.w = -r0.w * r0.w + 1;
  r3.w = t2.SampleLevel(s2_s, r5.xy, 0).x;
  r3.w = r3.w * cb0[52].z + -cb0[52].w;
  r3.w = 1 / r3.w;
  r3.w = cb3[13].z * r3.w;
  r3.w = exp2(-r3.w);
  r3.w = 1 + -r3.w;
  r3.w = max(0, r3.w);
  r5.xyz = -r6.xyz * float3(10,10,10) + cb3[7].xyz;
  r5.xyz = r3.www * r5.xyz + r7.xyz;
  r5.xyz = r5.xyz + r0.www;
  r5.xyz = -r6.xyz * float3(10,10,10) + r5.xyz;
  r5.xyz = r2.zzz * r5.xyz + r7.xyz;
  r8.x = dot(v0.xyz, r1.xyw);
  r8.y = dot(r0.xyz, r1.xyw);
  r0.x = dot(r4.xyz, r4.xyz);
  r0.x = sqrt(r0.x);
  r0.xyz = r4.xyz / r0.xxx;
  r0.x = saturate(dot(r8.xyz, r0.xyz));
  r0.x = max(9.99999997e-007, r0.x);
  r0.x = log2(r0.x);
  r0.x = 7 * r0.x;
  r0.x = exp2(r0.x);
  r0.x = -0.100000001 + r0.x;
  r0.x = cb3[14].x * r0.x;
  r0.x = 2.0999999 * r0.x;
  r0.x = max(0, r0.x);
  r0.x = min(cb3[14].y, r0.x);
  r0.xyz = r5.xyz * float3(0.899999976,0.899999976,0.899999976) + r0.xxx;
  r0.w = exp2(-r2.w);
  r0.w = 1 + -r0.w;
  r0.w = max(0, r0.w);
  r1.xyw = cb3[7].xyz + -r0.xyz;
  r0.xyz = r0.www * r1.xyw + r0.xyz;
  r0.xyz = cb3[8].xyz * r0.xyz;
  r0.xyz = r0.xyz * cb3[14].zzz + cb3[9].xyz;
  r1.xyw = cb0[54].xyz + -r3.xyz;
  r0.w = dot(r1.xyw, r1.xyw);
  r0.w = sqrt(r0.w);
  r0.w = r0.w / cb3[14].w;
  r0.w = exp2(-r0.w);
  r0.w = 1 + -r0.w;
  r1.xy = r2.xy * cb0[53].xy + cb0[53].wz;
  r1.x = t2.SampleLevel(s2_s, r1.xy, 0).x;
  r1.x = r1.x * cb0[52].z + -cb0[52].w;
  r1.x = 1 / r1.x;
  r1.x = -r1.z * 1 + r1.x;
  r1.x = saturate(0.0833333358 * r1.x);
  r0.w = r1.x * r0.w;
  r1.xyzw = max(float4(0,0,0,0), r0.xyzw);
  r0.x = cmp(0 < cb1[9].x);
  if (r0.x != 0) {
    r0.xyz = -cb2[8].xyz + r3.xyz;
    r2.xyz = float3(1,1,1) + cb2[9].xyz;
    r0.xyz = cmp(r2.xyz < abs(r0.xyz));
    r0.x = (int)r0.y | (int)r0.x;
    r0.x = (int)r0.z | (int)r0.x;
    r0.y = dot(r3.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);
    r2.xyz = r0.yyy ? float3(0,1,1) : float3(1,1,0);
    r2.w = 1;
    o0.xyzw = r0.xxxx ? r2.xyzw : r1.xyzw;
  } else {
    o0.xyzw = r1.xyzw;
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.57 on Fri Jun 16 15:51:09 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2      POS   float   xyzw
// SV_IsFrontFace           0   x           3    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[58], immediateIndexed
dcl_constantbuffer cb1[12], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[15], 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_texture2d (float,float,float,float) t3
dcl_input_ps linear centroid v0.xyz
dcl_input_ps linear centroid v1.xyzw
dcl_input_ps_siv linear noperspective v2.xyzw, position
dcl_output o0.xyzw
dcl_temps 12
mul r0.xyz, v0.yzxy, v1.zxyz
mad r0.xyz, v1.yzxy, v0.zxyz, -r0.xyzx
mul r0.xyz, r0.xyzx, v1.wwww
add r1.xy, v2.xyxx, -cb1[1].xyxx
mad r1.xy, r1.xyxx, cb1[2].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, v2.wwww
mov r1.z, v2.w
mul r2.xyzw, r1.xyzz, l(2.000000, -2.000000, 1.000000, 0.002000)
mul r3.xyzw, v2.yyyy, cb0[38].xyzw
mad r3.xyzw, v2.xxxx, cb0[37].xyzw, r3.xyzw
mad r3.xyzw, v2.zzzz, cb0[39].xyzw, r3.xyzw
add r3.xyzw, r3.xyzw, cb0[40].xyzw
div r1.xyw, r3.xyxz, r3.wwww
add r3.xyz, r1.xywx, -cb0[57].xyzx
dp3 r0.w, -r1.xywx, -r1.xywx
rsq r0.w, r0.w
mul r1.xyw, r0.wwww, -r1.xyxw
mul r0.w, cb1[11].z, cb3[12].x
mul r4.xy, r0.wwww, l(0.100000, -0.100000, 0.000000, 0.000000)
div r5.xyzw, r3.xyxy, cb3[12].yyzz
mov r4.z, l(0)
add r6.xy, r4.xzxx, r5.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.w, r6.xyxx, t0.yzwx, s0
add r6.x, r0.w, r0.w
add r7.xy, r5.zwzz, r5.zwzz
mad r8.xyzw, r5.xyxy, l(2.000000, 2.000000, 2.000000, 2.000000), r4.yzzy
sample_indexable(texture2d)(float,float,float,float) r0.w, r8.xyxx, t0.xzwy, s0
add r6.y, r0.w, r0.w
mov r6.z, l(1.000000)
add r9.xyz, r6.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
mad r10.xyzw, r5.xyxy, l(4.000000, 4.000000, 6.000000, 6.000000), r4.zxzy
sample_indexable(texture2d)(float,float,float,float) r11.x, r10.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r11.y, r10.zwzz, t0.xyzw, s0
mov r11.z, l(1.000000)
mad r10.xyz, r11.xyzx, l(-2.000000, -2.000000, 2.000000, 0.000000), l(1.000000, 1.000000, -1.000000, 0.000000)
dp3 r0.w, r9.xyzx, r10.xyzx
add r10.xyz, r10.xyzx, r10.xyzx
mad r9.xyz, r9.xyzx, r0.wwww, -r10.xyzx
mad r4.xyzw, r5.xyxy, l(0.500000, 0.500000, 2.500000, 2.500000), r4.yzzx
sample_indexable(texture2d)(float,float,float,float) r0.w, r4.xyxx, t0.yzwx, s0
add r6.w, r0.w, r0.w
add r6.xyz, r6.xwzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r4.x, r4.zwzz, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r4.y, r8.zwzz, t0.xyzw, s0
mov r4.z, l(1.000000)
mad r4.xyz, r4.xyzx, l(-2.000000, -2.000000, 2.000000, 0.000000), l(1.000000, 1.000000, -1.000000, 0.000000)
dp3 r0.w, r6.xyzx, r4.xyzx
add r4.xyz, r4.xyzx, r4.xyzx
mad r4.xyz, r6.xyzx, r0.wwww, -r4.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.w, r5.zwzz, t1.yzwx, s1
sample_indexable(texture2d)(float,float,float,float) r3.w, r7.xyxx, t1.xzwy, s1
mul r6.xyzw, r5.zwzw, l(3.000000, 3.000000, 4.000000, 4.000000)
sample_indexable(texture2d)(float,float,float,float) r4.w, r6.xyxx, t1.xywz, s1
add r3.w, -r0.w, r3.w
mad r0.w, r4.w, r3.w, r0.w
sample_indexable(texture2d)(float,float,float,float) r3.w, r6.zwzz, t1.yzwx, s1
mul r6.xyzw, r5.zwzw, l(5.000000, 5.000000, 6.000000, 6.000000)
sample_indexable(texture2d)(float,float,float,float) r4.w, r6.xyxx, t1.xzwy, s1
add r3.w, -r0.w, r3.w
mad r0.w, r4.w, r3.w, r0.w
sample_indexable(texture2d)(float,float,float,float) r3.w, r6.zwzz, t1.xywz, s1
mul r5.xy, r5.zwzz, l(7.000000, 7.000000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r4.w, r5.xyxx, t1.xzwy, s1
add r3.w, -r0.w, r3.w
mad r0.w, r4.w, r3.w, r0.w
mul_sat r0.w, r0.w, l(3.000000)
mad_sat r0.w, r0.w, l(7.000000), l(-3.000000)
add r4.xyz, -r9.xyzx, r4.xyzx
mad r4.xyz, r0.wwww, r4.xyzx, r9.xyzx
add r4.xyz, r4.xyzx, l(-0.000000, -0.000000, -1.000000, 0.000000)
mad r4.xyz, cb3[12].wwww, r4.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
div r2.xy, r2.xyxx, r2.zzzz
mad r5.xy, r4.xyxx, l(0.120000, -0.120000, 0.000000, 0.000000), r2.xyxx
max r5.xy, r5.xyxx, l(-0.999000, -0.999000, 0.000000, 0.000000)
min r5.xy, r5.xyxx, l(0.999000, 0.999000, 0.000000, 0.000000)
mad r5.xy, r5.xyxx, cb0[53].xyxx, cb0[53].wzww
sample_indexable(texture2d)(float,float,float,float) r6.xyz, r5.xyxx, t3.xyzw, s3
mul r6.xyz, r6.xyzx, r6.xyzx
mul r6.xyz, r6.xyzx, r6.xyzx
mul r6.xyz, r6.xyzx, cb3[13].yyyy
mul r7.xyz, r6.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000)
dp3 r8.z, v1.xyzx, r1.xywx
mov_sat r0.w, r8.z
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000001)
mul r2.z, r0.w, r0.w
mad r0.w, -r0.w, r0.w, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r3.w, r5.xyxx, t2.yzwx, s2, l(0.000000)
mad r3.w, r3.w, cb0[52].z, -cb0[52].w
div r3.w, l(1.000000, 1.000000, 1.000000, 1.000000), r3.w
mul r3.w, r3.w, cb3[13].z
exp r3.w, -r3.w
add r3.w, -r3.w, l(1.000000)
max r3.w, r3.w, l(0.000000)
mad r5.xyz, -r6.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000), cb3[7].xyzx
mad r5.xyz, r3.wwww, r5.xyzx, r7.xyzx
add r5.xyz, r0.wwww, r5.xyzx
mad r5.xyz, -r6.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000), r5.xyzx
mad r5.xyz, r2.zzzz, r5.xyzx, r7.xyzx
dp3 r8.x, v0.xyzx, r1.xywx
dp3 r8.y, r0.xyzx, r1.xywx
dp3 r0.x, r4.xyzx, r4.xyzx
sqrt r0.x, r0.x
div r0.xyz, r4.xyzx, r0.xxxx
dp3_sat r0.x, r8.xyzx, r0.xyzx
max r0.x, r0.x, l(0.000001)
log r0.x, r0.x
mul r0.x, r0.x, l(7.000000)
exp r0.x, r0.x
add r0.x, r0.x, l(-0.100000)
mul r0.x, r0.x, cb3[14].x
mul r0.x, r0.x, l(2.100000)
max r0.x, r0.x, l(0.000000)
min r0.x, r0.x, cb3[14].y
mad r0.xyz, r5.xyzx, l(0.900000, 0.900000, 0.900000, 0.000000), r0.xxxx
exp r0.w, -r2.w
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
add r1.xyw, -r0.xyxz, cb3[7].xyxz
mad r0.xyz, r0.wwww, r1.xywx, r0.xyzx
mul r0.xyz, r0.xyzx, cb3[8].xyzx
mad r0.xyz, r0.xyzx, cb3[14].zzzz, cb3[9].xyzx
add r1.xyw, -r3.xyxz, cb0[54].xyxz
dp3 r0.w, r1.xywx, r1.xywx
sqrt r0.w, r0.w
div r0.w, r0.w, cb3[14].w
exp r0.w, -r0.w
add r0.w, -r0.w, l(1.000000)
mad r1.xy, r2.xyxx, cb0[53].xyxx, cb0[53].wzww
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t2.xyzw, s2, l(0.000000)
mad r1.x, r1.x, cb0[52].z, -cb0[52].w
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
mad r1.x, -r1.z, l(1.000000), r1.x
mul_sat r1.x, r1.x, l(0.0833333358)
mul r0.w, r0.w, r1.x
max r1.xyzw, r0.xyzw, 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, r3.xyzx, -cb2[8].xyzx
  add r2.xyz, cb2[9].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  lt r0.xyz, r2.xyzx, |r0.xyzx|
  or r0.x, r0.y, r0.x
  or r0.x, r0.z, r0.x
  dp3 r0.y, r3.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 r2.xyz, r0.yyyy, l(0,1.000000,1.000000,0), l(1.000000,1.000000,0,0)
  mov r2.w, l(1.000000)
  movc o0.xyzw, r0.xxxx, r2.xyzw, r1.xyzw
else 
  mov o0.xyzw, r1.xyzw
endif 
ret 
// Approximately 0 instruction slots used

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