// DEcals Thorwing distractions zone
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

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

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)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[1].xyzw * v0.yyyy;
  r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;
  
  r1.xy = cb1[116].zw * v0.xy;
  r1.x = t0.SampleLevel(s0_s, r1.xy, 0).x;
  r0.xyzw = r1.xxxx * cb0[2].xyzw + r0.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.yzw = float3(1,1,1) + r0.xyz;
  r1.yzw = cmp(r1.yzw < float3(0,0,0));
  r0.w = (int)r1.z | (int)r1.y;
  r0.w = (int)r1.w | (int)r0.w;
  if (r0.w != 0) discard;
  r0.yzw = float3(1,1,1) + -r0.xyz;
  r0.x = r0.x * 0.5 + 0.5;
  r0.x = r0.x * 2 + -1;
  r0.x = saturate(-abs(r0.x) * 4 + 4);
  r0.yzw = cmp(r0.yzw < float3(0,0,0));
  r0.y = (int)r0.z | (int)r0.y;
  r0.y = (int)r0.w | (int)r0.y;
  if (r0.y != 0) discard;
  r0.y = cb1[124].w * 0.600000024 + 0.5;
  r0.y = frac(r0.y);
  r0.z = -cb2[9].y + r0.y;
  r0.y = 1.25 * r0.y;
  r0.w = 0.800000012 + -cb2[9].y;
  r0.w = 1 / r0.w;
  r0.z = saturate(r0.z * r0.w);
  r1.y = r0.z * -2 + 3;
  r0.z = r0.z * r0.z;
  r0.z = r1.y * r0.z;
  r0.z = cb2[8].w * r0.z;
  r0.z = max(9.99999975e-006, r0.z);
  r0.z = 1 / r0.z;
  r2.xyzw = cb1[37].xyzw * v0.yyyy;
  r2.xyzw = v0.xxxx * cb1[36].xyzw + r2.xyzw;
  r1.xyzw = r1.xxxx * cb1[38].xyzw + r2.xyzw;
  r1.xyzw = cb1[39].xyzw + r1.xyzw;
  r1.xyz = r1.xyz / r1.www;
  r1.xyz = -cb1[56].xyz + r1.xyz;
  r1.xyz = -cb2[3].xyz + r1.xyz;
  r1.x = dot(r1.xyz, r1.xyz);
  r1.x = sqrt(r1.x);
  r0.z = -r1.x * r0.z + 1;
  r0.z = saturate(9.99999809 * r0.z);
  r0.z = 10 * r0.z;
  r0.yz = min(float2(1,1), r0.yz);
  r1.y = r0.z * -2 + 3;
  r1.z = r0.y * -2 + 3;
  r0.yz = r0.yz * r0.yz;
  r1.w = r1.z * r0.y;
  r0.y = -r1.z * r0.y + 1;
  r1.z = cb2[8].w * r1.w;
  r1.z = max(9.99999975e-006, r1.z);
  r1.z = 1 / r1.z;
  r1.z = -r1.x * r1.z + 1;
  r1.z = saturate(9.99999809 * r1.z);
  r0.z = -r1.y * r0.z + r1.z;
  r0.y = r0.z * r0.y;
  r0.z = 0.600000024 * cb1[124].w;
  r0.z = frac(r0.z);
  r1.y = -cb2[9].y + r0.z;
  r0.z = 1.25 * r0.z;
  r0.w = saturate(r1.y * r0.w);
  r1.y = r0.w * -2 + 3;
  r0.w = r0.w * r0.w;
  r0.w = r1.y * r0.w;
  r0.w = cb2[8].w * r0.w;
  r0.w = max(9.99999975e-006, r0.w);
  r0.w = 1 / r0.w;
  r0.w = -r1.x * r0.w + 1;
  r0.w = saturate(9.99999809 * r0.w);
  r0.w = 1.66666663 * r0.w;
  r0.zw = min(float2(1,1), r0.zw);
  r1.y = r0.w * -2 + 3;
  r1.z = r0.z * -2 + 3;
  r0.zw = r0.zw * r0.zw;
  r1.w = r1.z * r0.z;
  r0.z = -r1.z * r0.z + 1;
  r1.z = cb2[8].w * r1.w;
  r1.z = max(9.99999975e-006, r1.z);
  r1.z = 1 / r1.z;
  r1.z = -r1.x * r1.z + 1;
  r1.x = -r1.x * 0.0833333433 + 1;
  r1.xz = saturate(float2(9.99999809,9.99999809) * r1.xz);
  r0.w = -r1.y * r0.w + r1.z;
  r0.y = r0.w * r0.z + r0.y;
  r1.yzw = cb2[4].xyz * r0.yyy;
  r0.yzw = -cb2[4].xyz * r0.yyy + cb2[4].xyz;
  r0.yzw = saturate(r1.xxx * r0.yzw + r1.yzw);
  r0.yzw = cb2[5].xyz + r0.yzw;
  o0.xyz = max(float3(0,0,0), r0.yzw);
  r0.y = saturate(cb2[9].z);
  r0.x = r0.y * r0.x;
  o0.w = cb0[12].x * r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.55 on Sat Mar 18 08:28:47 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
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[125], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 3
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
mul r1.xy, v0.xyxx, cb1[116].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.xyzw, r1.xxxx, cb0[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r1.yzw, r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.z, r1.y
or r0.w, r1.w, r0.w
discard_nz r0.w
add r0.yzw, -r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
mad r0.x, r0.x, l(0.500000), l(0.500000)
mad r0.x, r0.x, l(2.000000), l(-1.000000)
mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000)
lt r0.yzw, r0.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.y, r0.z, r0.y
or r0.y, r0.w, r0.y
discard_nz r0.y
mad r0.y, cb1[124].w, l(0.600000), l(0.500000)
frc r0.y, r0.y
add r0.z, r0.y, -cb2[9].y
mul r0.y, r0.y, l(1.250000)
add r0.w, -cb2[9].y, l(0.800000)
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul_sat r0.z, r0.w, r0.z
mad r1.y, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r1.y
mul r0.z, r0.z, cb2[8].w
max r0.z, r0.z, l(0.000010)
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mul r2.xyzw, v0.yyyy, cb1[37].xyzw
mad r2.xyzw, v0.xxxx, cb1[36].xyzw, r2.xyzw
mad r1.xyzw, r1.xxxx, cb1[38].xyzw, r2.xyzw
add r1.xyzw, r1.xyzw, cb1[39].xyzw
div r1.xyz, r1.xyzx, r1.wwww
add r1.xyz, r1.xyzx, -cb1[56].xyzx
add r1.xyz, r1.xyzx, -cb2[3].xyzx
dp3 r1.x, r1.xyzx, r1.xyzx
sqrt r1.x, r1.x
mad r0.z, -r1.x, r0.z, l(1.000000)
mul_sat r0.z, r0.z, l(9.999998)
mul r0.z, r0.z, l(10.000000)
min r0.yz, r0.yyzy, l(0.000000, 1.000000, 1.000000, 0.000000)
mad r1.y, r0.z, l(-2.000000), l(3.000000)
mad r1.z, r0.y, l(-2.000000), l(3.000000)
mul r0.yz, r0.yyzy, r0.yyzy
mul r1.w, r0.y, r1.z
mad r0.y, -r1.z, r0.y, l(1.000000)
mul r1.z, r1.w, cb2[8].w
max r1.z, r1.z, l(0.000010)
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
mad r1.z, -r1.x, r1.z, l(1.000000)
mul_sat r1.z, r1.z, l(9.999998)
mad r0.z, -r1.y, r0.z, r1.z
mul r0.y, r0.y, r0.z
mul r0.z, cb1[124].w, l(0.600000)
frc r0.z, r0.z
add r1.y, r0.z, -cb2[9].y
mul r0.z, r0.z, l(1.250000)
mul_sat r0.w, r0.w, r1.y
mad r1.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, cb2[8].w
max r0.w, r0.w, l(0.000010)
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mad r0.w, -r1.x, r0.w, l(1.000000)
mul_sat r0.w, r0.w, l(9.999998)
mul r0.w, r0.w, l(1.66666663)
min r0.zw, r0.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
mad r1.y, r0.w, l(-2.000000), l(3.000000)
mad r1.z, r0.z, l(-2.000000), l(3.000000)
mul r0.zw, r0.zzzw, r0.zzzw
mul r1.w, r0.z, r1.z
mad r0.z, -r1.z, r0.z, l(1.000000)
mul r1.z, r1.w, cb2[8].w
max r1.z, r1.z, l(0.000010)
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
mad r1.z, -r1.x, r1.z, l(1.000000)
mad r1.x, -r1.x, l(0.0833333433), l(1.000000)
mul_sat r1.xz, r1.xxzx, l(9.999998, 0.000000, 9.999998, 0.000000)
mad r0.w, -r1.y, r0.w, r1.z
mad r0.y, r0.w, r0.z, r0.y
mul r1.yzw, r0.yyyy, cb2[4].xxyz
mad r0.yzw, -cb2[4].xxyz, r0.yyyy, cb2[4].xxyz
mad_sat r0.yzw, r1.xxxx, r0.yyzw, r1.yyzw
add r0.yzw, r0.yyzw, cb2[5].xxyz
max o0.xyz, r0.yzwy, l(0.000000, 0.000000, 0.000000, 0.000000)
mov_sat r0.y, cb2[9].z
mul r0.x, r0.x, r0.y
mul o0.w, r0.x, cb0[12].x
ret 
// Approximately 0 instruction slots used

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