// ---- Created with 3Dmigoto v1.2.55 on Wed Mar 22 22:31:30 2017
Texture2D<float4> t3 : register(t3);

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[23];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[122];
}

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 o2 : SV_Target2,
  out float4 o3 : SV_Target3)
{
  float4 r0,r1,r2,r3;
  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 = t3.SampleLevel(s2_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;
  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;
  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;
  r2.xyz = -cb2[15].xyz + r1.xyz;
  r2.xyz = r2.xyz / cb2[18].xyz;
  r0.w = t2.Sample(s1_s, r2.yz).x;
  r1.w = t2.Sample(s1_s, r2.xz).x;
  r2.x = t2.Sample(s1_s, r2.xy).x;
  r0.w = -r1.w + r0.w;
  r2.yz = -cb1[114].xy + v0.xy;
  r2.yz = r2.yz * cb1[115].zw + float2(-0.5,-0.5);
  r3.xy = v0.ww * r2.yz;
  r3.z = v0.w;
  r2.yzw = float3(2,-2,1) * r3.xyz;
  r2.yz = r2.yz / r2.ww;
  r2.yz = r2.yz * cb1[52].xy + cb1[52].wz;
  r2.yz = t0.SampleLevel(s0_s, r2.yz, 0).xz;
  r2.yz = r2.yz * float2(2,2) + float2(-1,-1);
  r2.yz = saturate(abs(r2.yz) * float2(3,3) + float2(-1,-1));
  r0.w = r2.y * r0.w + r1.w;
  r1.w = r2.x + -r0.w;
  r0.w = r2.z * r1.w + r0.w;
  r1.w = -1 + cb2[20].z;
  r1.w = cb2[20].y * r1.w + 1;
  r0.w = saturate(r1.w * r0.w);
  r0.w = max(9.99999997e-007, r0.w);
  r0.w = log2(r0.w);
  r0.w = cb2[21].x * r0.w;
  r0.w = exp2(r0.w);
  r0.yz = float2(0.5,0.5) * r0.yz;
  r0.x = r0.x * 0.5 + 0.5;
  r0.x = r0.x * 2 + -1;
  r0.x = saturate(-abs(r0.x) * 4 + 4);
  r0.y = dot(r0.yz, r0.yz);
  r0.y = sqrt(r0.y);
  r0.y = -r0.y * cb2[21].w + 1;
  r0.y = saturate(cb2[22].w * r0.y);
  r0.y = 1 + -r0.y;
  r0.y = saturate(r0.w + -r0.y);
  r3.xyz = -cb2[11].xyz + r1.xyz;
  r1.xyz = -cb2[10].xyz + r1.xyz;
  r0.z = dot(r1.xyz, r1.xyz);
  r0.z = sqrt(r0.z);
  r0.z = -r0.z * 0.00999999978 + 1;
  r0.z = saturate(r0.z + r0.z);
  r1.xyz = r3.xyz / cb2[13].xyz;
  r0.w = t1.Sample(s1_s, r1.yz).x;
  r1.z = t1.Sample(s1_s, r1.xz).x;
  r1.x = t1.Sample(s1_s, r1.xy).x;
  r0.w = -r1.z + r0.w;
  r0.w = r2.y * r0.w + r1.z;
  r1.x = r1.x + -r0.w;
  r0.w = r2.z * r1.x + r0.w;
  r0.w = cb2[19].z * r0.w;
  r0.y = saturate(r0.w * r0.y);
  r0.y = r0.y * r0.z;
  r0.x = r0.y * r0.x;
  r0.x = cb0[12].x * r0.x;
  o0.w = r0.x;
  r0.yzw = cb2[3].xyz + cb2[2].xyz;
  o0.xyz = max(float3(0,0,0), r0.yzw);
  o2.w = r0.x;
  o3.w = r0.x;
  o2.y = 0.5;
  r0.xy = saturate(cb2[19].xy);
  o2.z = r0.y * cb1[121].y + cb1[121].x;
  o2.x = r0.x;
  o3.xyz = saturate(cb2[4].xyz * cb2[2].xyz);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.55 on Wed Mar 22 22:31:30 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy w
// 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                2   xyzw        2   TARGET   float   xyzw
// SV_Target                3   xyzw        3   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[122], immediateIndexed
dcl_constantbuffer cb2[23], 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_resource_texture2d (float,float,float,float) t3
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_output o0.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 4
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, t3.xyzw, s2, 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 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
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 r2.xyz, r1.xyzx, -cb2[15].xyzx
div r2.xyz, r2.xyzx, cb2[18].xyzx
sample_indexable(texture2d)(float,float,float,float) r0.w, r2.yzyy, t2.yzwx, s1
sample_indexable(texture2d)(float,float,float,float) r1.w, r2.xzxx, t2.yzwx, s1
sample_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t2.xyzw, s1
add r0.w, r0.w, -r1.w
add r2.yz, v0.xxyx, -cb1[114].xxyx
mad r2.yz, r2.yyzy, cb1[115].zzwz, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r3.xy, r2.yzyy, v0.wwww
mov r3.z, v0.w
mul r2.yzw, r3.xxyz, l(0.000000, 2.000000, -2.000000, 1.000000)
div r2.yz, r2.yyzy, r2.wwww
mad r2.yz, r2.yyzy, cb1[52].xxyx, cb1[52].wwzw
sample_l_indexable(texture2d)(float,float,float,float) r2.yz, r2.yzyy, t0.yxzw, s0, l(0.000000)
mad r2.yz, r2.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
mad_sat r2.yz, |r2.yyzy|, l(0.000000, 3.000000, 3.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
mad r0.w, r2.y, r0.w, r1.w
add r1.w, -r0.w, r2.x
mad r0.w, r2.z, r1.w, r0.w
add r1.w, cb2[20].z, l(-1.000000)
mad r1.w, cb2[20].y, r1.w, l(1.000000)
mul_sat r0.w, r0.w, r1.w
max r0.w, r0.w, l(0.000001)
log r0.w, r0.w
mul r0.w, r0.w, cb2[21].x
exp r0.w, r0.w
mul r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
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)
dp2 r0.y, r0.yzyy, r0.yzyy
sqrt r0.y, r0.y
mad r0.y, -r0.y, cb2[21].w, l(1.000000)
mul_sat r0.y, r0.y, cb2[22].w
add r0.y, -r0.y, l(1.000000)
add_sat r0.y, -r0.y, r0.w
add r3.xyz, r1.xyzx, -cb2[11].xyzx
add r1.xyz, r1.xyzx, -cb2[10].xyzx
dp3 r0.z, r1.xyzx, r1.xyzx
sqrt r0.z, r0.z
mad r0.z, -r0.z, l(0.010000), l(1.000000)
add_sat r0.z, r0.z, r0.z
div r1.xyz, r3.xyzx, cb2[13].xyzx
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.yzyy, t1.yzwx, s1
sample_indexable(texture2d)(float,float,float,float) r1.z, r1.xzxx, t1.yzxw, s1
sample_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t1.xyzw, s1
add r0.w, r0.w, -r1.z
mad r0.w, r2.y, r0.w, r1.z
add r1.x, -r0.w, r1.x
mad r0.w, r2.z, r1.x, r0.w
mul r0.w, r0.w, cb2[19].z
mul_sat r0.y, r0.y, r0.w
mul r0.y, r0.z, r0.y
mul r0.x, r0.x, r0.y
mul r0.x, r0.x, cb0[12].x
mov o0.w, r0.x
add r0.yzw, cb2[2].xxyz, cb2[3].xxyz
max o0.xyz, r0.yzwy, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o2.w, r0.x
mov o3.w, r0.x
mov o2.y, l(0.500000)
mov_sat r0.xy, cb2[19].xyxx
mad o2.z, r0.y, cb1[121].y, cb1[121].x
mov o2.x, r0.x
mul_sat o3.xyz, cb2[2].xyzx, cb2[4].xyzx
ret 
// Approximately 0 instruction slots used

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