// Sky
TextureCube<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[6];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[10];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[125];
}




// 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 : SV_Position0,
  uint v4 : 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;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[37].xyzw * v3.yyyy;
  r0.xyzw = v3.xxxx * cb0[36].xyzw + r0.xyzw;
  r0.xyzw = v3.zzzz * cb0[38].xyzw + r0.xyzw;
  r0.xyzw = cb0[39].xyzw + r0.xyzw;
  r0.xyz = r0.xyz / r0.www;
  
  // Common SVPositionToTranslatedWorld fix:
float4 s = StereoParams.Load(0);
matrix TranslatedWorldToClip = MATRIX(cb0, 0);
matrix ClipToTranslatedWorld = MATRIX(cb0, 32);
float4 t = mul(r0.xyz, TranslatedWorldToClip);
t.x -= s.x * (t.w - s.y);
r0.xyz = mul(t, ClipToTranslatedWorld);
  
  r0.w = dot(-r0.xyz, -r0.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = -r0.xyz * r0.www;
  r2.xy = float2(0.25,9.99999975e-006) * cb0[124].zz;
  r2.z = 0;
  
  
  
  r2.yz = v2.xy + r2.yz;
  r0.w = frac(r2.x);
  r1.w = 2 + -r0.w;
  r2.xw = r2.yz / r1.ww;
  r2.xw = float2(0.5,0.5) + r2.xw;
  r1.w = 0.5 / r1.w;
  r2.xw = r2.xw + -r1.ww;
  r1.w = t0.Sample(s0_s, r2.xw).x;
  r2.x = cb0[124].z * 0.25 + -0.5;
  r2.x = frac(r2.x);
  r2.x = 2 + -r2.x;
  r2.yz = r2.yz / r2.xx;
  r2.yz = float2(0.5,0.5) + r2.yz;
  r2.x = 0.5 / r2.x;
  r2.xy = r2.yz + -r2.xx;
  r2.x = t0.Sample(s0_s, r2.xy).x;
  r0.w = -0.5 + r0.w;
  r0.w = r0.w + r0.w;
  r2.x = r2.x + -r1.w;
  r0.w = abs(r0.w) * r2.x + r1.w;
  r2.xyz = -cb2[4].xyz + cb2[3].xyz;
  r2.xyz = r0.www * r2.xyz + cb2[4].xyz;
  r1.xyz = -r1.xyz;
  r1.xyz = t1.Sample(s1_s, r1.xyz).xyz;
  r3.xy = float2(-0.5,-0.5) + v2.xy;
    
  
  r0.w = dot(r3.xy, r3.xy);
  r0.w = sqrt(r0.w);
  r0.w = -r0.w * 2 + 1;
  r0.w = max(0, r0.w);
  r0.w = 1.66666663 * r0.w;
  
  
  
  r0.w = min(1, r0.w);
  r1.w = r0.w * -2 + 3;
  r0.w = r0.w * r0.w;
  r0.w = r1.w * r0.w;
  r1.xyz = r1.xyz + -r2.xyz;
  r1.xyz = r0.www * r1.xyz + r2.xyz;
  r1.xyz = cb2[5].xyz + r1.xyz;
  r1.xyz = max(float3(0,0,0), r1.xyz);
  r0.w = cmp(0 < cb0[122].x);
  if (r0.w != 0) {
    r0.xyz = -cb0[56].xyz + r0.xyz;
    r2.xyz = -cb1[8].xyz + r0.xyz;
    r3.xyz = float3(1,1,1) + cb1[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;
    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);
    r0.xyz = r0.xxx ? float3(0,1,1) : float3(1,1,0);
    r1.xyz = r0.www ? r0.xyz : r1.xyz;
  }
  o0.xyz = r1.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);
  o4.xyzw = float4(0,0,0,0);
  o5.xyzw = float4(0,0,0,0);
  
  
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.55 on Sat Mar 18 10:35:12 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   xy  
// SV_Position              0   xyzw        3      POS   float   xyz 
// SV_IsFrontFace           0   x           4    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[125], immediateIndexed
dcl_constantbuffer cb1[10], immediateIndexed
dcl_constantbuffer cb2[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texturecube (float,float,float,float) t1
dcl_input_ps linear v2.xy
dcl_input_ps_siv linear noperspective v3.xyz, 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 4
mul r0.xyzw, v3.yyyy, cb0[37].xyzw
mad r0.xyzw, v3.xxxx, cb0[36].xyzw, r0.xyzw
mad r0.xyzw, v3.zzzz, cb0[38].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[39].xyzw
div r0.xyz, r0.xyzx, r0.wwww
dp3 r0.w, -r0.xyzx, -r0.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, -r0.xyzx
mul r2.xy, cb0[124].zzzz, l(0.250000, 0.000010, 0.000000, 0.000000)
mov r2.z, l(0)
add r2.yz, r2.yyzy, v2.xxyx
frc r0.w, r2.x
add r1.w, -r0.w, l(2.000000)
div r2.xw, r2.yyyz, r1.wwww
add r2.xw, r2.xxxw, l(0.500000, 0.000000, 0.000000, 0.500000)
div r1.w, l(0.500000), r1.w
add r2.xw, -r1.wwww, r2.xxxw
sample_indexable(texture2d)(float,float,float,float) r1.w, r2.xwxx, t0.yzwx, s0
mad r2.x, cb0[124].z, l(0.250000), l(-0.500000)
frc r2.x, r2.x
add r2.x, -r2.x, l(2.000000)
div r2.yz, r2.yyzy, r2.xxxx
add r2.yz, r2.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
div r2.x, l(0.500000), r2.x
add r2.xy, -r2.xxxx, r2.yzyy
sample_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t0.xyzw, s0
add r0.w, r0.w, l(-0.500000)
add r0.w, r0.w, r0.w
add r2.x, -r1.w, r2.x
mad r0.w, |r0.w|, r2.x, r1.w
add r2.xyz, cb2[3].xyzx, -cb2[4].xyzx
mad r2.xyz, r0.wwww, r2.xyzx, cb2[4].xyzx
mov r1.xyz, -r1.xyzx
sample_indexable(texturecube)(float,float,float,float) r1.xyz, r1.xyzx, t1.xyzw, s1
add r3.xy, v2.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r0.w, r3.xyxx, r3.xyxx
sqrt r0.w, r0.w
mad r0.w, -r0.w, l(2.000000), l(1.000000)
max r0.w, r0.w, l(0.000000)
mul r0.w, r0.w, l(1.66666663)
min r0.w, r0.w, l(1.000000)
mad r1.w, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.w
add r1.xyz, -r2.xyzx, r1.xyzx
mad r1.xyz, r0.wwww, r1.xyzx, r2.xyzx
add r1.xyz, r1.xyzx, cb2[5].xyzx
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.w, l(0.000000), cb0[122].x
if_nz r0.w
  add r0.xyz, r0.xyzx, -cb0[56].xyzx
  add r2.xyz, r0.xyzx, -cb1[8].xyzx
  add r3.xyz, cb1[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 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 r0.xyz, r0.xxxx, l(0,1.000000,1.000000,0), l(1.000000,1.000000,0,0)
  movc r1.xyz, r0.wwww, r0.xyzx, r1.xyzx
endif 
mov o0.xyz, r1.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 o4.xyzw, l(0,0,0,0)
mov o5.xyzw, l(0,0,0,0)
ret 
// Approximately 0 instruction slots used

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