// ---- Created with 3Dmigoto v1.2.55 on Sun Apr 02 09:27:55 2017
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

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

cbuffer cb1 : register(b1)
{
  float4 cb1[125];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[13];
}




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

#include "matrix.hlsl"

void main( 
  float4 v0 : SV_Position0,
  uint v1 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1,
  out float4 o2 : SV_Target2)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = cb1[116].zw * v0.xy;
  r0.x = t2.SampleLevel(s2_s, r0.xy, 0).x;
  r1.xyzw = cb0[1].xyzw * v0.yyyy;
  r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw;
  r0.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw;
  r0.xyzw = cb0[3].xyzw + r0.xyzw;
  r0.xyz = r0.xyz / r0.www;
  
  float4 s = StereoParams.Load(0);
matrix m = MATRIX(cb0, 0);
matrix im = inverse(m);
float4 t = mul(float4(r0.xyz, 1), im);
t.x -= s.x * (t.w - s.y) * cb1[116].x / 2;
r0.xyz = mul(t, m);
  
  r1.xyz = float3(1,1,1) + r0.xyz;
  r1.xyz = cmp(r1.xyz < float3(0,0,0));
  r0.w = (int)r1.y | (int)r1.x;
  r0.w = (int)r1.z | (int)r0.w;
  if (r0.w != 0) discard;
  r1.xyz = float3(1,1,1) + -r0.xyz;
  r1.xyz = cmp(r1.xyz < float3(0,0,0));
  r0.w = (int)r1.y | (int)r1.x;
  r0.w = (int)r1.z | (int)r0.w;
  if (r0.w != 0) discard;
  r1.xy = float2(0.5,0.5) * r0.yz;
  r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
  r0.w = 0.25 * cb1[124].z;
  sincos(r0.w, r2.x, r3.x);
  r4.x = -r2.x;
  r4.y = r3.x;
  r4.z = r2.x;
  r2.y = dot(r4.yz, r1.xy);
  r2.x = dot(r4.xy, r1.xy);
  r0.w = dot(r1.xy, r1.xy);
  r0.w = sqrt(r0.w);
  r1.xy = float2(0.5,0.5) + r2.xy;
  r1.x = t0.Sample(s0_s, r1.xy).x;
  r1.xy = r1.xx * float2(0.199999988,0.399999976) + float2(0.300000012,0.300000012);
  r1.x = max(9.99999975e-006, r1.x);
  r1.y = 1 + -r1.y;
  r1.y = max(9.99999975e-006, r1.y);
  r1.y = 1 / r1.y;
  r1.x = 1 / r1.x;
  r0.w = -r0.w * r1.x + 1;
  r0.w = saturate(r0.w * r1.y);
  r1.x = cb2[5].x * r0.w;
  r1.x = saturate(0.5 * r1.x);
  r0.x = r0.x * 2 + -1;
  r0.yz = t1.Sample(s1_s, r0.zy).xy;
  r2.xy = r0.yz * float2(2,2) + float2(-1,-1);
  r0.x = saturate(-abs(r0.x) * 4 + 4);
  r0.x = r1.x * r0.x;
  r0.x = cb0[12].x * r0.x;
  o0.w = r0.x;
  o1.w = r0.x;
  o0.xyz = saturate(cb2[4].xyz);
  r0.x = dot(r2.xy, r2.xy);
  r0.x = 1 + -r0.x;
  r0.x = max(0, r0.x);
  r2.z = sqrt(r0.x);
  r0.xyz = r2.xyz * r0.www;
  r0.xyz = r0.xyz * cb1[120].www + cb1[120].xyz;
  r0.w = dot(cb0[4].xyz, cb0[4].xyz);
  r0.w = rsqrt(r0.w);
  r0.z = -r0.z * r0.w;
  r0.w = dot(cb0[5].xyz, cb0[5].xyz);
  r1.y = rsqrt(r0.w);
  r0.w = dot(cb0[6].xyz, cb0[6].xyz);
  r1.z = rsqrt(r0.w);
  r0.xy = r1.yz * r0.yx;
  r1.xyz = cb0[5].xyz * r0.xxx;
  r0.xzw = r0.zzz * cb0[4].xyz + r1.xyz;
  r0.xyz = r0.yyy * cb0[6].xyz + r0.xzw;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  o1.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.501960814,0.501960814,0.501960814);
  o2.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.55 on Sun Apr 02 09:27:55 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy  
// SV_IsFrontFace           0   x           1    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
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[125], immediateIndexed
dcl_constantbuffer cb2[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 5
mul r0.xy, v0.xyxx, cb1[116].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s2, l(0.000000)
mul r1.xyzw, v0.yyyy, cb0[1].xyzw
mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw
mad r0.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r1.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
add r1.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
mul r1.xy, r0.yzyy, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mul r0.w, cb1[124].z, l(0.250000)
sincos r2.x, r3.x, r0.w
mov r4.x, -r2.x
mov r4.y, r3.x
mov r4.z, r2.x
dp2 r2.y, r4.yzyy, r1.xyxx
dp2 r2.x, r4.xyxx, r1.xyxx
dp2 r0.w, r1.xyxx, r1.xyxx
sqrt r0.w, r0.w
add r1.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t0.xyzw, s0
mad r1.xy, r1.xxxx, l(0.199999988, 0.399999976, 0.000000, 0.000000), l(0.300000, 0.300000, 0.000000, 0.000000)
max r1.x, r1.x, l(0.000010)
add r1.y, -r1.y, l(1.000000)
max r1.y, r1.y, l(0.000010)
div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), r1.y
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
mad r0.w, -r0.w, r1.x, l(1.000000)
mul_sat r0.w, r1.y, r0.w
mul r1.x, r0.w, cb2[5].x
mul_sat r1.x, r1.x, l(0.500000)
mad r0.x, r0.x, l(2.000000), l(-1.000000)
sample_indexable(texture2d)(float,float,float,float) r0.yz, r0.zyzz, t1.zxyw, s1
mad r2.xy, r0.yzyy, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000)
mul r0.x, r0.x, r1.x
mul r0.x, r0.x, cb0[12].x
mov o0.w, r0.x
mov o1.w, r0.x
mov_sat o0.xyz, cb2[4].xyzx
dp2 r0.x, r2.xyxx, r2.xyxx
add r0.x, -r0.x, l(1.000000)
max r0.x, r0.x, l(0.000000)
sqrt r2.z, r0.x
mul r0.xyz, r0.wwww, r2.xyzx
mad r0.xyz, r0.xyzx, cb1[120].wwww, cb1[120].xyzx
dp3 r0.w, cb0[4].xyzx, cb0[4].xyzx
rsq r0.w, r0.w
mul r0.z, r0.w, -r0.z
dp3 r0.w, cb0[5].xyzx, cb0[5].xyzx
rsq r1.y, r0.w
dp3 r0.w, cb0[6].xyzx, cb0[6].xyzx
rsq r1.z, r0.w
mul r0.xy, r0.yxyy, r1.yzyy
mul r1.xyz, r0.xxxx, cb0[5].xyzx
mad r0.xzw, r0.zzzz, cb0[4].xxyz, r1.xxyz
mad r0.xyz, r0.yyyy, cb0[6].xyzx, r0.xzwx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mad o1.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.501960814, 0.501960814, 0.501960814, 0.000000)
mov o2.xyzw, l(0,0,0,0)
ret 
// Approximately 0 instruction slots used

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