// Smoke Plants
Texture2D<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[9];
}

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( 
  linear centroid float4 v0 : TEXCOORD10,
  linear centroid float4 v1 : TEXCOORD11,
  //float4 v2 : TEXCOORD0,
  //float4 v3 : SV_Position0,
  linear float4 v2 : TEXCOORD0,
  linear noperspective centroid 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,
  out float oDepthLE : SV_DepthLessEqual)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = v1.zxy * v0.yzx;
  r0.xyz = v1.yzx * v0.zxy + -r0.xyz;
  r0.xyz = v1.www * r0.xyz;
  r1.xy = -cb0[114].xy + v3.xy;
  r1.xy = r1.xy * cb0[115].zw + float2(-0.5,-0.5);
  r1.xy = v3.ww * r1.xy;
  r1.zw = v3.zw;
  r2.xyw = float3(2,-2,1);
  r2.z = v3.w;
  r3.xyzw = r2.xyzw * r1.xyzw;
  r4.xyzw = cb0[37].xyzw * v3.yyyy;
  r4.xyzw = v3.xxxx * cb0[36].xyzw + r4.xyzw;
  r4.xyzw = v3.zzzz * cb0[38].xyzw + r4.xyzw;
  r4.xyzw = cb0[39].xyzw + r4.xyzw;
  r1.xyz = r4.xyz / r4.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);
  
  r0.w = dot(-r1.xyz, -r1.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = -r1.xyz * r0.www;
  r4.xyz = cb0[120].www * float3(0,0,1) + cb0[120].xyz;
  r0.w = dot(r4.xyz, r4.xyz);
  r0.w = rsqrt(r0.w);
  r4.xyz = r4.xyz * r0.www;
  r5.xyz = r4.yyy * r0.xyz;
  r4.xyw = r4.xxx * v0.xyz + r5.xyz;
  r4.xyz = r4.zzz * v1.xyz + r4.xyw;
  r0.w = dot(r4.xyz, r4.xyz);
  r0.w = rsqrt(r0.w);
  r4.xyz = r4.xyz * r0.www;
  r5.x = 0;
  r5.y = 0.00999999978 * cb0[124].z;
  r5.xy = v2.xy * float2(10,5) + r5.xy;
  r5.xw = cb0[124].zz * float2(0.100000001,0.100000001) + r5.xy;
  r5.xw = t0.Sample(s0_s, r5.xw).xy;
  r5.z = 10 * v2.x;
  r6.xyzw = cb0[124].zzzz * float4(-0.100000001,-0.100000001,-0.100000001,0.100000001) + r5.zyzy;
  r6.xyzw = float4(0.418099999,0.354799986,0.864861012,0.148384005) + r6.xyzw;
  r6.xy = t0.Sample(s0_s, r6.xy).xy;
  r5.xw = r6.xy + r5.xw;
  r6.xy = t0.Sample(s0_s, r6.zw).xy;
  r5.yz = cb0[124].zz * float2(0.100000001,-0.100000001) + r5.zy;
  r5.yz = float2(0.651340008,0.751637995) + r5.yz;
  r5.yz = t0.Sample(s0_s, r5.yz).xy;
  r5.yz = r6.xy + r5.yz;
  r5.xy = r5.xw + r5.yz;
  r0.w = cb2[8].w * r5.x;
  r4.w = 0.25 * r5.y;
  r5.xyzw = v2.xyxy + v2.xyxy;
  r6.x = -0.5 * cb2[7].y;
  r6.y = t0.Sample(s0_s, v2.xy).x;
  r6.x = cb2[7].y * r6.y + r6.x;
  r7.x = dot(v0.xyz, r2.xyz);
  r7.y = dot(r0.xyz, r2.xyz);
  r5.xyzw = r7.xyxy * r6.xxxx + r5.xyzw;
  r6.xyzw = cb0[124].zzzz * float4(0.100000001,0.100000001,-0.100000001,-0.100000001) + r5.zwzw;
  r0.x = t0.Sample(s0_s, r6.xy).x;
  r0.yz = float2(0.418099999,0.354799986) + r6.zw;
  r0.y = t0.Sample(s0_s, r0.yz).x;
  r0.x = r0.x + r0.y;
  r5.xyzw = cb0[124].zzzz * float4(-0.100000001,0.100000001,0.100000001,-0.100000001) + r5.xyzw;
  r5.xyzw = float4(0.864861012,0.148384005,0.651340008,0.751637995) + r5.xyzw;
  r0.y = t0.Sample(s0_s, r5.xy).x;
  r0.z = t0.Sample(s0_s, r5.zw).x;
  r0.y = r0.y + r0.z;
  r0.x = r0.x + r0.y;
  r0.xw = float2(0.25,0.25) * r0.xw;
  r0.x = max(9.99999997e-007, abs(r0.x));
  r0.x = r0.x * r0.x;
  r0.y = cb2[7].w + -cb2[7].z;
  r0.x = r0.x * r0.x + -cb2[7].z;
  r0.y = 1 / r0.y;
  r0.x = saturate(r0.x * r0.y);
  r0.y = r0.x * -2 + 3;
  r0.x = r0.x * r0.x;
  r0.x = r0.y * r0.x;
  r0.x = r0.x * r4.w;
  r5.xyz = -cb2[3].xyz + cb2[2].xyz;
  r0.xyz = saturate(r0.xxx * r5.xyz + cb2[3].xyz);
  r0.xyz = cb2[4].xyz + r0.xyz;
  r5.x = r1.w * r2.w + -64;
  r5.x = saturate(0.0078125 * r5.x);
  r4.x = dot(r4.xyz, r2.xyz);
  r4.x = max(0, r4.x);
  r4.x = 1 + -r4.x;
  r4.x = max(9.99999997e-007, abs(r4.x));
  r4.x = -r4.x * r4.x + 1;
  r4.y = 1 + -cb2[8].x;
  r4.x = -cb2[8].x + r4.x;
  r4.y = 1 / r4.y;
  r4.x = saturate(r4.x * r4.y);
  r4.y = r4.x * -2 + 3;
  r4.x = r4.x * r4.x;
  r4.x = r4.y * r4.x;
  r4.x = r5.x * r4.x;
  r4.y = r4.x * r4.w;
  r4.z = -r4.x * r4.w + 1;
  r4.x = r4.x * r4.z + r4.y;
  r4.x = cb2[8].y * r4.x;
  r3.xy = r3.xy / r3.ww;
  r3.xy = r3.xy * cb0[52].xy + cb0[52].wz;
  r4.yz = cb0[145].zw * r3.xy;
  r3.xy = cb0[145].zw * r3.xy + cb0[133].xx;
  r3.xy = (uint2)r3.xy;
  r3.y = (uint)r3.y << 1;
  r3.x = (int)r3.y + (int)r3.x;
  r3.x = (uint)r3.x % 5;
  r3.x = (uint)r3.x;
  r3.yw = float2(0.015625,0.015625) * r4.yz;
  r3.y = t1.Sample(s1_s, r3.yw).x;
  r3.x = r3.y * r4.x + r3.x;
  r3.x = r3.x * 0.166666672 + r4.x;
  r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
  r1.w = r1.w * r2.w + r0.w;
  oDepthLE = r3.z / r1.w;
  r1.w = -0.800000012 + r3.x;
  r1.w = cmp(r1.w < 0);
  if (r1.w != 0) discard;
  r1.w = cmp(0 < cb0[122].x);
  if (r1.w != 0) {
    r1.xyz = -cb0[56].xyz + r1.xyz;
    r1.xyz = r2.xyz * r0.www + 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));
    r0.w = (int)r2.y | (int)r2.x;
    r0.w = (int)r2.z | (int)r0.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);
    r1.xyz = r1.xxx ? float3(0,1,1) : float3(1,1,0);
    r0.xyz = r0.www ? r1.xyz : r0.xyz;
  }
  o0.xyz = r0.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 Mon Mar 20 23:23:03 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float   xyz 
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy  
// SV_Position              0   xyzw        3      POS   float   xyzw
// 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
// SV_DepthLessEqual        0    N/A oDepthLE  DEPTHLE   float    YES
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[146], immediateIndexed
dcl_constantbuffer cb1[10], immediateIndexed
dcl_constantbuffer cb2[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear centroid v0.xyz
dcl_input_ps linear centroid v1.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps_siv linear noperspective centroid v3.xyzw, 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_output oDepthLE
dcl_temps 8
mul r0.xyz, v0.yzxy, v1.zxyz
mad r0.xyz, v1.yzxy, v0.zxyz, -r0.xyzx
mul r0.xyz, r0.xyzx, v1.wwww
add r1.xy, v3.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, v3.wwww
mov r1.zw, v3.zzzw
mov r2.xyw, l(2.000000,-2.000000,0,1.000000)
mov r2.z, v3.w
mul r3.xyzw, r1.xyzw, r2.xyzw
mul r4.xyzw, v3.yyyy, cb0[37].xyzw
mad r4.xyzw, v3.xxxx, cb0[36].xyzw, r4.xyzw
mad r4.xyzw, v3.zzzz, cb0[38].xyzw, r4.xyzw
add r4.xyzw, r4.xyzw, cb0[39].xyzw
div r1.xyz, r4.xyzx, r4.wwww
dp3 r0.w, -r1.xyzx, -r1.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, -r1.xyzx
mad r4.xyz, cb0[120].wwww, l(0.000000, 0.000000, 1.000000, 0.000000), cb0[120].xyzx
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r4.xyzx
mul r5.xyz, r0.xyzx, r4.yyyy
mad r4.xyw, r4.xxxx, v0.xyxz, r5.xyxz
mad r4.xyz, r4.zzzz, v1.xyzx, r4.xywx
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r4.xyzx
mov r5.x, l(0)
mul r5.y, cb0[124].z, l(0.010000)
mad r5.xy, v2.xyxx, l(10.000000, 5.000000, 0.000000, 0.000000), r5.xyxx
mad r5.xw, cb0[124].zzzz, l(0.100000, 0.000000, 0.000000, 0.100000), r5.xxxy
sample_indexable(texture2d)(float,float,float,float) r5.xw, r5.xwxx, t0.xzwy, s0
mul r5.z, v2.x, l(10.000000)
mad r6.xyzw, cb0[124].zzzz, l(-0.100000, -0.100000, -0.100000, 0.100000), r5.zyzy
add r6.xyzw, r6.xyzw, l(0.418100, 0.354800, 0.864861, 0.148384)
sample_indexable(texture2d)(float,float,float,float) r6.xy, r6.xyxx, t0.xyzw, s0
add r5.xw, r5.xxxw, r6.xxxy
sample_indexable(texture2d)(float,float,float,float) r6.xy, r6.zwzz, t0.xyzw, s0
mad r5.yz, cb0[124].zzzz, l(0.000000, 0.100000, -0.100000, 0.000000), r5.zzyz
add r5.yz, r5.yyzy, l(0.000000, 0.651340, 0.751638, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r5.yz, r5.yzyy, t0.zxyw, s0
add r5.yz, r5.yyzy, r6.xxyx
add r5.xy, r5.yzyy, r5.xwxx
mul r0.w, r5.x, cb2[8].w
mul r4.w, r5.y, l(0.250000)
add r5.xyzw, v2.xyxy, v2.xyxy
mul r6.x, cb2[7].y, l(-0.500000)
sample_indexable(texture2d)(float,float,float,float) r6.y, v2.xyxx, t0.yxzw, s0
mad r6.x, cb2[7].y, r6.y, r6.x
dp3 r7.x, v0.xyzx, r2.xyzx
dp3 r7.y, r0.xyzx, r2.xyzx
mad r5.xyzw, r7.xyxy, r6.xxxx, r5.xyzw
mad r6.xyzw, cb0[124].zzzz, l(0.100000, 0.100000, -0.100000, -0.100000), r5.zwzw
sample_indexable(texture2d)(float,float,float,float) r0.x, r6.xyxx, t0.xyzw, s0
add r0.yz, r6.zzwz, l(0.000000, 0.418100, 0.354800, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t0.yxzw, s0
add r0.x, r0.y, r0.x
mad r5.xyzw, cb0[124].zzzz, l(-0.100000, 0.100000, 0.100000, -0.100000), r5.xyzw
add r5.xyzw, r5.xyzw, l(0.864861, 0.148384, 0.651340, 0.751638)
sample_indexable(texture2d)(float,float,float,float) r0.y, r5.xyxx, t0.yxzw, s0
sample_indexable(texture2d)(float,float,float,float) r0.z, r5.zwzz, t0.yzxw, s0
add r0.y, r0.z, r0.y
add r0.x, r0.y, r0.x
mul r0.xw, r0.xxxw, l(0.250000, 0.000000, 0.000000, 0.250000)
max r0.x, |r0.x|, l(0.000001)
mul r0.x, r0.x, r0.x
add r0.y, -cb2[7].z, cb2[7].w
mad r0.x, r0.x, r0.x, -cb2[7].z
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mul_sat r0.x, r0.y, r0.x
mad r0.y, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.y
mul r0.x, r4.w, r0.x
add r5.xyz, cb2[2].xyzx, -cb2[3].xyzx
mad_sat r0.xyz, r0.xxxx, r5.xyzx, cb2[3].xyzx
add r0.xyz, r0.xyzx, cb2[4].xyzx
mad r5.x, r1.w, r2.w, l(-64.000000)
mul_sat r5.x, r5.x, l(0.00781250000)
dp3 r4.x, r4.xyzx, r2.xyzx
max r4.x, r4.x, l(0.000000)
add r4.x, -r4.x, l(1.000000)
max r4.x, |r4.x|, l(0.000001)
mad r4.x, -r4.x, r4.x, l(1.000000)
add r4.y, -cb2[8].x, l(1.000000)
add r4.x, r4.x, -cb2[8].x
div r4.y, l(1.000000, 1.000000, 1.000000, 1.000000), r4.y
mul_sat r4.x, r4.y, r4.x
mad r4.y, r4.x, l(-2.000000), l(3.000000)
mul r4.x, r4.x, r4.x
mul r4.x, r4.x, r4.y
mul r4.x, r4.x, r5.x
mul r4.y, r4.w, r4.x
mad r4.z, -r4.x, r4.w, l(1.000000)
mad r4.x, r4.x, r4.z, r4.y
mul r4.x, r4.x, cb2[8].y
div r3.xy, r3.xyxx, r3.wwww
mad r3.xy, r3.xyxx, cb0[52].xyxx, cb0[52].wzww
mul r4.yz, r3.xxyx, cb0[145].zzwz
mad r3.xy, cb0[145].zwzz, r3.xyxx, cb0[133].xxxx
ftou r3.xy, r3.xyxx
ishl r3.y, r3.y, l(1)
iadd r3.x, r3.y, r3.x
udiv null, r3.x, r3.x, l(5)
utof r3.x, r3.x
mul r3.yw, r4.yyyz, l(0.000000, 0.015625, 0.000000, 0.015625)
sample_indexable(texture2d)(float,float,float,float) r3.y, r3.ywyy, t1.yxzw, s1
mad r3.x, r3.y, r4.x, r3.x
mad r3.x, r3.x, l(0.166666672), r4.x
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r1.w, r1.w, r2.w, r0.w
div oDepthLE, r3.z, r1.w
add r1.w, r3.x, l(-0.800000)
lt r1.w, r1.w, l(0.000000)
discard_nz r1.w
lt r1.w, l(0.000000), cb0[122].x
if_nz r1.w
  add r1.xyz, r1.xyzx, -cb0[56].xyzx
  mad r1.xyz, r2.xyzx, r0.wwww, r1.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 r0.w, r2.y, r2.x
  or r0.w, r2.z, r0.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 r1.xyz, r1.xxxx, l(0,1.000000,1.000000,0), l(1.000000,1.000000,0,0)
  movc r0.xyz, r0.wwww, r1.xyzx, r0.xyzx
endif 
mov o0.xyz, r0.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

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