// Blue Footprint PS
Texture2D<float4> t7 : register(t7);

Texture2D<float4> t6 : register(t6);

Texture2D<float4> t5 : register(t5);

Texture2D<float4> t4 : register(t4);

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 cb2 : register(b2)
{
  float4 cb2[53];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[5];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[2];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[74];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float2 v2 : TEXCOORD1,
  uint v3 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v1.xy / v1.ww;
  r0.z = t5.Sample(s0_s, r0.xy).w;
  r0.z = 255 * r0.z;
  r1.xyzw = t4.Sample(s0_s, r0.xy).xyzw;
  r2.y = r1.w * 768 + r0.z;
  r2.x = r1.z;
  r0.zw = r1.xy * float2(2,2) + float2(-1,-1);
  r0.zw = r0.zw * abs(r0.zw);
  r1.xy = r2.xy * float2(2,0.00195503421) + float2(-1,-1);
  r1.xy = max(float2(-1,-1), r1.xy);
  r1.xy = min(float2(1,1), r1.xy);
  r1.zw = cmp(r1.xy >= float2(0,0));
  r1.zw = r1.zw ? float2(1,1) : float2(-1,-1);
  r2.xyz = float3(1,1,1) + -abs(r1.xyx);
  r1.zw = r2.yz * r1.zw;
  r2.z = r2.x + -abs(r1.y);
  r2.w = cmp(r2.z < 0);
  r2.xy = r2.ww ? r1.zw : r1.xy;
  r1.z = cb2[5].x;
  r1.x = cb2[6].x;
  r1.y = cb2[4].x;
  r3.xyz = r1.xyz * r2.yzx;
  r1.xyz = r1.zxy * r2.zxy + -r3.xyz;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = max(1.17549435e-038, r1.w);
  r1.w = sqrt(r1.w);
  r1.xyz = r1.xyz / r1.www;
  r3.xyz = r1.zxy * r2.yzx;
  r3.xyz = r1.yzx * r2.zxy + -r3.xyz;
  r3.xyz = r3.xyz * r0.www;
  r1.xyz = r1.xyz * r0.zzz + r3.xyz;
  r0.z = -r0.z * r0.z + 1;
  r0.z = -r0.w * r0.w + r0.z;
  r0.z = max(0, r0.z);
  r0.z = sqrt(r0.z);
  r1.xyz = r0.zzz * r2.xyz + r1.xyz;
  r0.z = dot(r1.xyz, r1.xyz);
  r0.z = rsqrt(r0.z);
  r1.xyz = r1.xyz * r0.zzz;
  r2.x = dot(cb0[53].xyz, cb0[15].xyz);
  r2.y = dot(cb0[54].xyz, cb0[15].xyz);
  r2.z = dot(cb0[55].xyz, cb0[15].xyz);
  r0.z = dot(r1.xyz, r2.xyz);
  r0.z = -cb3[1].y + -r0.z;
  r0.z = saturate(cb3[1].z * r0.z);
  r1.xy = cb3[0].zw * cb1[1].xx;
  r1.zw = v2.xy / v1.ww;
  r2.xy = min(cb2[22].zw, r0.xy);
  r0.x = t7.Sample(s0_s, r0.xy).w;
  r0.x = cmp(r0.x >= 0.5);
  r2.z = t0.Sample(s0_s, r2.xy).x;
  r2.xy = r2.zz * r1.zw;
  r2.w = 1;
  
  //Fix
  float4 stereo = StereoParams.Load(0);
  r2.x += stereo.x * (r2.z - stereo.y) * cb2[21].x;
  
  r3.x = dot(cb0[4].xyzw, r2.xyzw);
  r3.y = dot(cb0[5].xyzw, r2.xyzw);
  r2.x = dot(cb0[6].xyzw, r2.xyzw);
  r0.yw = r3.xy * cb3[0].xy + r1.xy;
  r0.yw = t1.Sample(s1_s, r0.yw).yw;
  r1.xy = r0.yw * float2(2,2) + float2(-1,-1);
  r1.z = -r1.y;
  r0.yw = r1.xz * cb3[1].xx + r3.xy;
  r1.xyzw = t2.Sample(s2_s, r0.yw).xyzw;
  r0.yw = cb3[3].xy * cb1[1].xx;
  r0.yw = r3.xy * cb3[2].xy + r0.yw;
  r0.y = t6.Sample(s2_s, r0.yw).w;
  r0.y = cb3[1].w * r0.y;
  r0.y = r1.w * r0.y + -r1.w;
  r0.y = cb3[1].w * r0.y + r1.w;
  r1.xyz = cb0[56].xyz * r1.xyz;
  r0.w = cb3[3].w * cb0[56].w;
  r0.y = r0.y * r0.w;
  r2.y = 0;
  r2.xyzw = t3.Sample(s3_s, r2.yx).xyzw;
  r0.y = r2.w * r0.y;
  r1.xyz = r2.xyz * r1.xyz;
  r1.xyz = r1.xyz * r0.zzz;
  r0.y = r0.y * r0.z;
  r0.z = -cb3[4].x + v1.w;
  r0.w = cb3[4].y + -cb3[4].x;
  r0.z = saturate(r0.z / r0.w);
  r0.x = r0.x ? 0 : r0.z;
  r0.x = r0.y * r0.x;
  r0.xyz = r1.xyz * r0.xxx;
  r0.w = dot(r0.xyz, cb2[26].xyz);
  o0.xyzw = r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.6Eng2 on Sat Mar 17 12:39:09 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xy          2     NONE   float   xy
// 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[74], immediateIndexed
dcl_constantbuffer cb1[2], immediateIndexed
dcl_constantbuffer cb3[5], immediateIndexed
dcl_constantbuffer cb2[53], 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_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_input_ps linear v1.xyw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 4
div r0.xy, v1.xyxx, v1.wwww
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t5.xywz, s0
mul r0.z, r0.z, l(255.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t4.xyzw, s0
mad r2.y, r1.w, l(768.000000), r0.z
mov r2.x, r1.z
mad r0.zw, r1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mul r0.zw, |r0.zzzw|, r0.zzzw
mad r1.xy, r2.xyxx, l(2.000000, 0.00195503421, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
max r1.xy, r1.xyxx, l(-1.000000, -1.000000, 0.000000, 0.000000)
min r1.xy, r1.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
ge r1.zw, r1.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r1.zw, r1.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000)
add r2.xyz, -|r1.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.zw, r1.zzzw, r2.yyyz
add r2.z, -|r1.y|, r2.x
lt r2.w, r2.z, l(0.000000)
movc r2.xy, r2.wwww, r1.zwzz, r1.xyxx
mov r1.z, cb2[5].x
mov r1.x, cb2[6].x
mov r1.y, cb2[4].x
mul r3.xyz, r2.yzxy, r1.xyzx
mad r1.xyz, r1.zxyz, r2.zxyz, -r3.xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
max r1.w, r1.w, l(1.175494351E-038)
sqrt r1.w, r1.w
div r1.xyz, r1.xyzx, r1.wwww
mul r3.xyz, r2.yzxy, r1.zxyz
mad r3.xyz, r1.yzxy, r2.zxyz, -r3.xyzx
mul r3.xyz, r0.wwww, r3.xyzx
mad r1.xyz, r1.xyzx, r0.zzzz, r3.xyzx
mad r0.z, -r0.z, r0.z, l(1.000000)
mad r0.z, -r0.w, r0.w, r0.z
max r0.z, r0.z, l(0.000000)
sqrt r0.z, r0.z
mad r1.xyz, r0.zzzz, r2.xyzx, r1.xyzx
dp3 r0.z, r1.xyzx, r1.xyzx
rsq r0.z, r0.z
mul r1.xyz, r0.zzzz, r1.xyzx
dp3 r2.x, cb0[53].xyzx, cb0[15].xyzx
dp3 r2.y, cb0[54].xyzx, cb0[15].xyzx
dp3 r2.z, cb0[55].xyzx, cb0[15].xyzx
dp3 r0.z, r1.xyzx, r2.xyzx
add r0.z, -r0.z, -cb3[1].y
mul_sat r0.z, r0.z, cb3[1].z
mul r1.xy, cb1[1].xxxx, cb3[0].zwzz
div r1.zw, v2.xxxy, v1.wwww
min r2.xy, r0.xyxx, cb2[22].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t7.wxyz, s0
ge r0.x, r0.x, l(0.500000)
sample_indexable(texture2d)(float,float,float,float) r2.z, r2.xyxx, t0.yzxw, s0
mul r2.xy, r1.zwzz, r2.zzzz
mov r2.w, l(1.000000)
dp4 r3.x, cb0[4].xyzw, r2.xyzw
dp4 r3.y, cb0[5].xyzw, r2.xyzw
dp4 r2.x, cb0[6].xyzw, r2.xyzw
mad r0.yw, r3.xxxy, cb3[0].xxxy, r1.xxxy
sample_indexable(texture2d)(float,float,float,float) r0.yw, r0.ywyy, t1.xyzw, s1
mad r1.xy, r0.ywyy, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mov r1.z, -r1.y
mad r0.yw, r1.xxxz, cb3[1].xxxx, r3.xxxy
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.ywyy, t2.xyzw, s2
mul r0.yw, cb1[1].xxxx, cb3[3].xxxy
mad r0.yw, r3.xxxy, cb3[2].xxxy, r0.yyyw
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.ywyy, t6.xwyz, s2
mul r0.y, r0.y, cb3[1].w
mad r0.y, r1.w, r0.y, -r1.w
mad r0.y, cb3[1].w, r0.y, r1.w
mul r1.xyz, r1.xyzx, cb0[56].xyzx
mul r0.w, cb0[56].w, cb3[3].w
mul r0.y, r0.w, r0.y
mov r2.y, l(0)
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r2.yxyy, t3.xyzw, s3
mul r0.y, r0.y, r2.w
mul r1.xyz, r1.xyzx, r2.xyzx
mul r1.xyz, r0.zzzz, r1.xyzx
mul r0.y, r0.z, r0.y
add r0.z, v1.w, -cb3[4].x
add r0.w, -cb3[4].x, cb3[4].y
div_sat r0.z, r0.z, r0.w
movc r0.x, r0.x, l(0), r0.z
mul r0.x, r0.x, r0.y
mul r0.xyz, r0.xxxx, r1.xyzx
dp3 r0.w, r0.xyzx, cb2[26].xyzx
mov o0.xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used

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