// PreFix Shadows

cbuffer FrameConstants : register(b0)
{
  float4x4 g_xView : packoffset(c0);
  float4x4 g_xProj : packoffset(c4);
  float4x4 g_xViewProj : packoffset(c8);
  float4x4 g_xInvView : packoffset(c12);
  float4x4 g_xInvProj : packoffset(c16);
  float4x4 g_xInvViewProj : packoffset(c20);
  float3 g_xCamPos : packoffset(c24);
  float2 g_xRcpScreenDims : packoffset(c25);
  float2 g_xDepthProjViewUnpack : packoffset(c25.z);
  float4 g_axViewFrustumPlanes[6] : packoffset(c26);
}

cbuffer SunlightParams : register(b4)
{
  float4 g_xLightDir : packoffset(c0);
  float4 g_xLightColour : packoffset(c1);
  float4 g_axCSMBlurKernel[2] : packoffset(c2);
  float2 g_xCameraTanHalfFOV : packoffset(c4);
  float2 g_xTwoOverScreenDims : packoffset(c4.z);
  float g_fCSMStrength : packoffset(c5);
  float g_fCSMSize : packoffset(c5.y);
}

cbuffer SunlightCascadeParamsPS : register(b5)
{
  row_major float4x4 g_axShadowViewProj[2] : packoffset(c0);
  float2 g_afCSMBlurKernelWeights : packoffset(c8);
  float g_fBlendArea : packoffset(c8.z);
  float g_fMapIndex : packoffset(c8.w);
}

SamplerState g_xPointClamp_s : register(s1);
SamplerState g_xTrilinearClamp_s : register(s3);
SamplerComparisonState g_xShadowCmpSampler_s : register(s8);
Texture2D<float4> g_xMaterialsTexture : register(t0);
Texture2D<float4> g_xNormalBuffer : register(t24);
Texture2D<float4> g_xAlbedoBuffer : register(t25);
Texture2D<float4> g_xCSM : register(t26);
Texture2D<float4> g_xDepthStencil : register(t28);


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


void main( 
  float4 v0 : SV_Position0,
  out float4 o0 : SV_Target0)
{
  const float4 icb[] = { { 0.720645, -0.159507, 0, 0},
                              { -0.533267, 0.384967, 0, 0},
                              { -0.321867, -0.772954, 0, 0},
                              { 0.145510, 0.843514, 0, 0} };
  float4 r0,r1,r2,r3,r4,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = (int2)v0.xy;
  r0.zw = float2(0,0);
  r1.xyzw = g_xNormalBuffer.Load(r0.xyw).xyzw;
  r2.xyzw = g_xAlbedoBuffer.Load(r0.xyw).xyzw;
  r0.xyzw = g_xDepthStencil.Load(r0.xyz).xyzw;
  r0.x = g_xDepthProjViewUnpack.y + -r0.x;
  r0.x = g_xDepthProjViewUnpack.x / r0.x;
  r0.y = dot(r1.xy, r1.xy);
  r3.z = r0.y * 2 + -1;
  r0.y = rsqrt(r0.y);
  r0.yz = r1.xy * r0.yy;
  r0.w = -r3.z * r3.z + 1;
  r0.w = sqrt(r0.w);
  r3.xy = r0.yz * r0.ww;
  r0.yz = g_xCameraTanHalfFOV.xy * r0.xx;
  r1.xy = v0.xy * g_xTwoOverScreenDims.xy + float2(-1,-1);
  r0.yz = r1.xy * r0.yz;
float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);
r0.y -= stereo.x * (r0.x - stereo.y)*g_xInvProj._m00;
  r4.xyzw = g_xInvView._m01_m11_m21_m31 * r0.zzzz;
  r4.xyzw = g_xInvView._m00_m10_m20_m30 * r0.yyyy + r4.xyzw;
  r0.xyzw = g_xInvView._m02_m12_m22_m32 * r0.xxxx + r4.xyzw;
  r0.xyzw = g_xInvView._m03_m13_m23_m33 + r0.xyzw;
  r1.xyw = g_axShadowViewProj[0]._m10_m11_m12 * r0.yyy;
  r1.xyw = r0.xxx * g_axShadowViewProj[0]._m00_m01_m02 + r1.xyw;
  r1.xyw = r0.zzz * g_axShadowViewProj[0]._m20_m21_m22 + r1.xyw;
  r1.xyw = r0.www * g_axShadowViewProj[0]._m30_m31_m32 + r1.xyw;
  r4.xyz = r1.xyw * float3(0.5,0.5,1) + float3(0,0,-0.5);
  r4.xyz = cmp(float3(0.5,0.5,0.5) >= abs(r4.xyz));
  r4.xyz = r4.xyz ? float3(1,1,1) : 0;
  r0.w = dot(r4.xyz, float3(1,1,1));
  r0.w = cmp(r0.w >= 3);
  r0.w = r0.w ? g_fCSMStrength : 0;
  r4.xy = r1.xy * float2(0.5,0.5) + float2(0.5,0.5);
  r1.x = g_afCSMBlurKernelWeights.x * 1.5;
  r1.y = 1 / g_fCSMSize;
  r1.x = r1.y * r1.x;
  r4.z = 1 + -r4.y;
  r1.y = g_xCSM.SampleCmp(g_xShadowCmpSampler_s, r4.xz, r1.w).x;
  r3.w = r1.y;
  r4.y = 0;
  while (true) {
    r4.w = cmp((int)r4.y >= 4);
    if (r4.w != 0) break;
    r5.xy = icb[r4.y+0].xy * r1.xx + r4.xz;
    r4.w = g_xCSM.SampleCmp(g_xShadowCmpSampler_s, r5.xy, r1.w).x;
    r3.w = r4.w + r3.w;
    r4.y = (int)r4.y + 1;
  }
  r0.w = r3.w * r0.w;
  o0.w = -r0.w * 0.200000003 + 1;
  r0.xyz = g_xCamPos.xyz + -r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyw = r0.xyz * r0.www;
  r3.w = dot(r3.xyz, g_xLightDir.xyz);
  r3.w = min(1, r3.w);
  r4.yw = float2(0.994140625,0.998046875);
  r4.z = r2.w;
  r5.xyzw = g_xMaterialsTexture.Sample(g_xPointClamp_s, r4.yz).xyzw;
  r2.w = r5.w + r5.w;
  r4.x = r3.w * 0.490234375 + 0.4921875;
  r5.xyzw = g_xMaterialsTexture.Sample(g_xTrilinearClamp_s, r4.xz).xyzw;
  r4.x = r5.x + r5.x;
  r5.xyz = g_xLightColour.xyz * r4.xxx;
  r6.xyz = r2.xyz * g_xLightColour.www + -g_xLightColour.xyz;
  r6.xyz = r2.www * r6.xyz + g_xLightColour.xyz;
  r4.xyzw = g_xMaterialsTexture.Sample(g_xTrilinearClamp_s, r4.wz).xyzw;
  r2.w = r4.w + r4.w;
  r4.x = 256 * r4.x;
  r4.x = r4.x * r4.x;
  r0.xyz = r0.xyz * r0.www + g_xLightDir.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r0.x = dot(r3.xyz, r0.xyz);
  r0.x = max(9.99999997e-007, r0.x);
  r0.x = log2(r0.x);
  r0.x = r4.x * r0.x;
  r0.x = exp2(r0.x);
  r0.x = r4.x * r0.x;
  r0.y = max(0, r3.w);
  r0.z = saturate(dot(r3.xyz, r1.xyw));
  r0.w = 0.5 + r3.w;
  r0.w = max(0, r0.w);
  r0.z = 1 + -r0.z;
  r1.x = r0.z * r0.z;
  r1.x = r1.x * r1.x;
  r0.z = r1.x * r0.z;
  r0.z = r0.z * r2.w;
  r0.z = r0.z * r0.w;
  r0.xz = float2(0.03125,2.5) * r0.xz;
  r0.x = r0.x * r0.y + r0.z;
  r0.x = r0.x * r1.z;
  r0.xyz = r6.xyz * r0.xxx;
  o0.xyz = r5.xyz * r2.xyz + r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions: 
//
// cbuffer FrameConstants
// {
//
//   float4x4 g_xView;                  // Offset:    0 Size:    64 [unused]
//   float4x4 g_xProj;                  // Offset:   64 Size:    64 [unused]
//   float4x4 g_xViewProj;              // Offset:  128 Size:    64 [unused]
//   float4x4 g_xInvView;               // Offset:  192 Size:    64
//   float4x4 g_xInvProj;               // Offset:  256 Size:    64 [unused]
//   float4x4 g_xInvViewProj;           // Offset:  320 Size:    64 [unused]
//   float3 g_xCamPos;                  // Offset:  384 Size:    12
//   float2 g_xRcpScreenDims;           // Offset:  400 Size:     8 [unused]
//   float2 g_xDepthProjViewUnpack;     // Offset:  408 Size:     8
//   float4 g_axViewFrustumPlanes[6];   // Offset:  416 Size:    96 [unused]
//
// }
//
// cbuffer SunlightParams
// {
//
//   float4 g_xLightDir;                // Offset:    0 Size:    16
//   float4 g_xLightColour;             // Offset:   16 Size:    16
//   float4 g_axCSMBlurKernel[2];       // Offset:   32 Size:    32 [unused]
//   float2 g_xCameraTanHalfFOV;        // Offset:   64 Size:     8
//   float2 g_xTwoOverScreenDims;       // Offset:   72 Size:     8
//   float g_fCSMStrength;              // Offset:   80 Size:     4
//   float g_fCSMSize;                  // Offset:   84 Size:     4
//
// }
//
// cbuffer SunlightCascadeParamsPS
// {
//
//   row_major float4x4 g_axShadowViewProj[2];// Offset:    0 Size:   128
//   float2 g_afCSMBlurKernelWeights;   // Offset:  128 Size:     8
//   float g_fBlendArea;                // Offset:  136 Size:     4 [unused]
//   float g_fMapIndex;                 // Offset:  140 Size:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_xPointClamp                     sampler      NA          NA    1        1
// g_xTrilinearClamp                 sampler      NA          NA    3        1
// g_xShadowCmpSampler             sampler_c      NA          NA    8        1
// g_xMaterialsTexture               texture  float4          2d    0        1
// g_xNormalBuffer                   texture  float4          2d   24        1
// g_xAlbedoBuffer                   texture  float4          2d   25        1
// g_xCSM                            texture  float4          2d   26        1
// g_xDepthStencil                   texture  float4          2d   28        1
// FrameConstants                    cbuffer      NA          NA    0        1
// SunlightParams                    cbuffer      NA          NA    4        1
// SunlightCascadeParamsPS           cbuffer      NA          NA    5        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_immediateConstantBuffer { { 0.720645, -0.159507, 0, 0},
                              { -0.533267, 0.384967, 0, 0},
                              { -0.321867, -0.772954, 0, 0},
                              { 0.145510, 0.843514, 0, 0} }
dcl_constantbuffer cb0[26], immediateIndexed
dcl_constantbuffer cb4[6], immediateIndexed
dcl_constantbuffer cb5[9], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s3, mode_default
dcl_sampler s8, mode_comparison
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t24
dcl_resource_texture2d (float,float,float,float) t25
dcl_resource_texture2d (float,float,float,float) t26
dcl_resource_texture2d (float,float,float,float) t28
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 7
ftoi r0.xy, v0.xyxx
mov r0.zw, l(0,0,0,0)
ld r1.xyzw, r0.xyww, t24.xyzw
ld r2.xyzw, r0.xyww, t25.xyzw
ld r0.xyzw, r0.xyzw, t28.xyzw
add r0.x, -r0.x, cb0[25].w
div r0.x, cb0[25].z, r0.x
dp2 r0.y, r1.xyxx, r1.xyxx
mad r3.z, r0.y, l(2.000000), l(-1.000000)
rsq r0.y, r0.y
mul r0.yz, r0.yyyy, r1.xxyx
mad r0.w, -r3.z, r3.z, l(1.000000)
sqrt r0.w, r0.w
mul r3.xy, r0.wwww, r0.yzyy
mul r0.yz, r0.xxxx, cb4[4].xxyx
mad r1.xy, v0.xyxx, cb4[4].zwzz, l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r0.yz, r0.yyzy, r1.xxyx
mul r4.xyzw, r0.zzzz, cb0[13].xyzw
mad r4.xyzw, cb0[12].xyzw, r0.yyyy, r4.xyzw
mad r0.xyzw, cb0[14].xyzw, r0.xxxx, r4.xyzw
add r0.xyzw, r0.xyzw, cb0[15].xyzw
mul r1.xyw, r0.yyyy, cb5[1].xyxz
mad r1.xyw, r0.xxxx, cb5[0].xyxz, r1.xyxw
mad r1.xyw, r0.zzzz, cb5[2].xyxz, r1.xyxw
mad r1.xyw, r0.wwww, cb5[3].xyxz, r1.xyxw
mad r4.xyz, r1.xywx, l(0.500000, 0.500000, 1.000000, 0.000000), l(0.000000, 0.000000, -0.500000, 0.000000)
ge r4.xyz, l(0.500000, 0.500000, 0.500000, 0.000000), |r4.xyzx|
and r4.xyz, r4.xyzx, l(0x3f800000, 0x3f800000, 0x3f800000, 0)
dp3 r0.w, r4.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
ge r0.w, r0.w, l(3.000000)
and r0.w, r0.w, cb4[5].x
mad r4.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mul r1.x, l(1.500000), cb5[8].x
div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), cb4[5].y
mul r1.x, r1.x, r1.y
add r4.z, -r4.y, l(1.000000)
sample_c r1.y, r4.xzxx, t26.xxxx, s8, r1.w
mov r3.w, r1.y
mov r4.y, l(0)
loop 
  ige r4.w, r4.y, l(4)
  breakc_nz r4.w
  mad r5.xy, icb[r4.y + 0].xyxx, r1.xxxx, r4.xzxx
  sample_c r4.w, r5.xyxx, t26.xxxx, s8, r1.w
  add r3.w, r3.w, r4.w
  iadd r4.y, r4.y, l(1)
endloop 
mul r0.w, r0.w, r3.w
mad o0.w, -r0.w, l(0.200000), l(1.000000)
add r0.xyz, -r0.xyzx, cb0[24].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r1.xyw, r0.wwww, r0.xyxz
dp3 r3.w, r3.xyzx, cb4[0].xyzx
min r3.w, r3.w, l(1.000000)
mov r4.yw, l(0,0.994141,0,0.998047)
mov r4.z, r2.w
sample r5.xyzw, r4.yzyy, t0.xyzw, s1
add r2.w, r5.w, r5.w
mad r4.x, r3.w, l(0.490234), l(0.492188)
sample r5.xyzw, r4.xzxx, t0.xyzw, s3
add r4.x, r5.x, r5.x
mul r5.xyz, r4.xxxx, cb4[1].xyzx
mad r6.xyz, r2.xyzx, cb4[1].wwww, -cb4[1].xyzx
mad r6.xyz, r2.wwww, r6.xyzx, cb4[1].xyzx
sample r4.xyzw, r4.wzww, t0.xyzw, s3
add r2.w, r4.w, r4.w
mul r4.x, r4.x, l(256.000000)
mul r4.x, r4.x, r4.x
mad r0.xyz, r0.xyzx, r0.wwww, cb4[0].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.x, r3.xyzx, r0.xyzx
max r0.x, r0.x, l(0.000001)
log r0.x, r0.x
mul r0.x, r0.x, r4.x
exp r0.x, r0.x
mul r0.x, r0.x, r4.x
max r0.y, r3.w, l(0.000000)
dp3_sat r0.z, r3.xyzx, r1.xywx
add r0.w, r3.w, l(0.500000)
max r0.w, r0.w, l(0.000000)
add r0.z, -r0.z, l(1.000000)
mul r1.x, r0.z, r0.z
mul r1.x, r1.x, r1.x
mul r0.z, r0.z, r1.x
mul r0.z, r2.w, r0.z
mul r0.z, r0.w, r0.z
mul r0.xz, r0.xxzx, l(0.031250, 0.000000, 2.500000, 0.000000)
mad r0.x, r0.x, r0.y, r0.z
mul r0.x, r1.z, r0.x
mul r0.xyz, r0.xxxx, r6.xyzx
mad o0.xyz, r5.xyzx, r2.xyzx, r0.xyzx
ret 
// Approximately 95 instruction slots used

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