// Little Spot Shadows
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[3];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[1];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[146];
}




// 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 : TEXCOORD7,
  float4 v4 : SV_Position0,
  uint v5 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  const float4 icb[] = { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000},
                              { 0.062500, 0.562500, 0.187500, 0.687500},
                              { 0.812500, 0.312500, 0.937500, 0.437500},
                              { 0.250000, 0.750000, 0.125000, 0.625000},
                              { 1.000000, 0.500000, 0.875000, 0.375000} };
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = t0.Sample(s0_s, v2.xy).w;
  r0.y = saturate(cb0[124].w * cb2[0].x + cb2[0].y);
  r0.y = 1 + -r0.y;
  r0.z = cmp(0 < r0.y);
  if (r0.z != 0) {
    r1.xy = -cb0[114].xy + v4.xy;
    r1.xy = r1.xy * cb0[115].zw + float2(-0.5,-0.5);
    r1.xy = v4.ww * r1.xy;
    r1.z = v4.w;
    r1.xyz = float3(2,-2,1) * r1.xyz;
    r1.xy = r1.yx / r1.zz;
    r1.xy = r1.xy * cb0[52].yx + cb0[52].zw;
    r1.xy = cb0[145].wz * r1.xy;
    r1.xy = (uint2)r1.xy;
    r1.xy = (int2)r1.xy & int2(3,3);
    r0.w = dot(icb[r1.y+4].xyzw, icb[r1.x+0].xyzw);
    r0.y = cmp(r0.w >= r0.y);
    r0.y = r0.y ? 1.000000 : 0;
    r0.y = r0.x * r0.y;
  }
  r0.w = saturate(r0.z ? r0.y : r0.x);
  r0.xyz = max(float3(0,0,0), cb3[2].xyz);
  r1.x = cmp(0 < cb0[122].x);
  if (r1.x != 0) {
    r1.xyzw = cb0[37].xyzw * v4.yyyy;
    r1.xyzw = v4.xxxx * cb0[36].xyzw + r1.xyzw;
    r1.xyzw = v4.zzzz * cb0[38].xyzw + r1.xyzw;
    r1.xyzw = cb0[39].xyzw + r1.xyzw;
    r1.xyz = r1.xyz / r1.www;
	
	// Common SVPositionToTranslatedWorld fix:
float4 s = StereoParams.Load(0);
matrix TranslatedWorldToClip = MATRIX(cb0, 0);
matrix ClipToTranslatedWorld = MATRIX(cb0, 32);
float4 t = mul(r1.xyz, TranslatedWorldToClip);
t.x -= s.x * (t.w - s.y);
r1.xyz = mul(t, ClipToTranslatedWorld);
	
    r1.xyz = -cb0[56].xyz + r1.xyz;
    r2.xyz = -cb1[8].xyz + r1.xyz;
    r3.xyz = float3(1,1,1) + cb1[9].xyz;
    r2.xyz = cmp(r3.xyz < abs(r2.xyz));
    r1.w = (int)r2.y | (int)r2.x;
    r1.w = (int)r2.z | (int)r1.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);
    r2.yzw = r1.xxx ? float3(0,1,1) : float3(1,1,0);
    r2.x = 1;
    r0.xyzw = r1.wwww ? r2.yzwx : r0.xyzw;
    o0.w = r0.w;
  } else {
    o0.w = r0.w;
  }
  o0.xyz = r0.xyz * v3.www + v3.xyz;
  
  o0 = 0;
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.55 on Wed Mar 15 22:09:25 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  
// TEXCOORD                 7   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
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000},
                              { 0.062500, 0.562500, 0.187500, 0.687500},
                              { 0.812500, 0.312500, 0.937500, 0.437500},
                              { 0.250000, 0.750000, 0.125000, 0.625000},
                              { 1.000000, 0.500000, 0.875000, 0.375000} }
dcl_constantbuffer cb0[146], immediateIndexed
dcl_constantbuffer cb1[10], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyzw
dcl_input_ps_siv linear noperspective v4.xyzw, position
dcl_output o0.xyzw
dcl_temps 4
sample_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t0.wxyz, s0
mad_sat r0.y, cb0[124].w, cb2[0].x, cb2[0].y
add r0.y, -r0.y, l(1.000000)
lt r0.z, l(0.000000), r0.y
if_nz r0.z
  add r1.xy, v4.xyxx, -cb0[114].xyxx
  mad r1.xy, r1.xyxx, cb0[115].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
  mul r1.xy, r1.xyxx, v4.wwww
  mov r1.z, v4.w
  mul r1.xyz, r1.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
  div r1.xy, r1.yxyy, r1.zzzz
  mad r1.xy, r1.xyxx, cb0[52].yxyy, cb0[52].zwzz
  mul r1.xy, r1.xyxx, cb0[145].wzww
  ftou r1.xy, r1.xyxx
  and r1.xy, r1.xyxx, l(3, 3, 0, 0)
  dp4 r0.w, icb[r1.y + 4].xyzw, icb[r1.x + 0].xyzw
  ge r0.y, r0.w, r0.y
  and r0.y, r0.y, l(0x3f800000)
  mul r0.y, r0.y, r0.x
endif 
movc_sat r0.w, r0.z, r0.y, r0.x
max r0.xyz, cb3[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r1.x, l(0.000000), cb0[122].x
if_nz r1.x
  mul r1.xyzw, v4.yyyy, cb0[37].xyzw
  mad r1.xyzw, v4.xxxx, cb0[36].xyzw, r1.xyzw
  mad r1.xyzw, v4.zzzz, cb0[38].xyzw, r1.xyzw
  add r1.xyzw, r1.xyzw, cb0[39].xyzw
  div r1.xyz, r1.xyzx, r1.wwww
  add r1.xyz, r1.xyzx, -cb0[56].xyzx
  add r2.xyz, r1.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 r1.w, r2.y, r2.x
  or r1.w, r2.z, r1.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 r2.yzw, r1.xxxx, l(0,0,1.000000,1.000000), l(0,1.000000,1.000000,0)
  mov r2.x, l(1.000000)
  movc r0.xyzw, r1.wwww, r2.yzwx, r0.xyzw
  mov o0.w, r0.w
else 
  mov o0.w, r0.w
endif 
mad o0.xyz, r0.xyzx, v3.wwww, v3.xyzx
ret 
// Approximately 0 instruction slots used

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