// ---- Created with 3Dmigoto v1.3.11 on Wed Sep 05 12:00:25 2018

cbuffer _Globals : register(b0)
{
  float FloatParameter_SeeThroughEnabled : packoffset(c0);
  float _OpacityFade : packoffset(c0.y);
}

cbuffer PerView : register(b12)
{
  row_major float4x4 global_View : packoffset(c0);
  row_major float4x4 global_Projection : packoffset(c4);
  row_major float4x4 global_ViewProjection : packoffset(c8);
  float4 global_ViewPos : packoffset(c12);
  float4 global_ViewInfo : packoffset(c13);
  float4 global_ScaleAndBias : packoffset(c14);
}

cbuffer EoCGlobalConstantData : register(b11)
{
  float3 global_SeeThroughPosition : packoffset(c0);
  float global_SeeThroughRadius : packoffset(c0.w);
  float3 global_GameCameraPosition : packoffset(c1);
  float EoCGlobalConstantData_PADDING0 : packoffset(c1.w);
  float4 global_PlayerPosition0 : packoffset(c2);
  float4 global_PlayerPosition1 : packoffset(c3);
  float4 global_PlayerPosition2 : packoffset(c4);
  float4 global_PlayerPosition3 : packoffset(c5);
}

SamplerState _DefaultWrapSampler_s : register(s0);
Texture2D<float4> Texture2DParameter_basecolor_DefaultWrapSampler : register(t0);
Texture2D<float4> Texture2DParameter_e883316c9273421d838cedc052ff02cc_DefaultWrapSampler : register(t1);
Texture2D<float4> Texture2DParameter_normalmap_DefaultWrapSampler : register(t2);
Texture2D<float4> Texture2DParameter_physicalmap_DefaultWrapSampler : register(t3);


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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  float4 v4 : TEXCOORD3,
  float3 v5 : TEXCOORD4,
  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)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = Texture2DParameter_basecolor_DefaultWrapSampler.Sample(_DefaultWrapSampler_s, v1.xy).xyzw;
  r1.x = cmp(1 < FloatParameter_SeeThroughEnabled);
  if (r1.x != 0) {
    r1.x = 1;
  } else {
    r1.y = cmp(FloatParameter_SeeThroughEnabled == 1.000000);
    if (r1.y != 0) {
      r1.yz = v1.xy + v1.xy;
      r1.y = Texture2DParameter_e883316c9273421d838cedc052ff02cc_DefaultWrapSampler.Sample(_DefaultWrapSampler_s, r1.yz).x;
      r1.y = r1.y * 2 + -1;
      r2.xyz = -global_GameCameraPosition.xyz + global_SeeThroughPosition.xyz;
      r3.xyz = -global_GameCameraPosition.xyz + v2.xyz;
      r1.z = dot(r3.xyz, r2.xyz);
      r1.w = dot(r2.xyz, r2.xyz);
      r1.z = r1.z / r1.w;
      r2.xyz = r1.zzz * r2.xyz + global_GameCameraPosition.xyz;
      r3.xyz = min(global_GameCameraPosition.xyz, global_SeeThroughPosition.xyz);
      r4.xyz = max(global_GameCameraPosition.xyz, global_SeeThroughPosition.xyz);
      r2.xyz = max(r3.xyz, r2.xyz);
      r2.xyz = min(r2.xyz, r4.xyz);
      r2.xyz = v2.xyz + -r2.xyz;
      r1.z = dot(r2.xyz, r2.xyz);
      r1.z = sqrt(r1.z);
      r1.y = r1.y * 0.5 + r1.z;
      r1.x = saturate(r1.y / global_SeeThroughRadius);
    } else {
      r1.x = 1;
    }
  }
  r0.w = r0.w * r1.x + -0.5;
  r0.w = cmp(r0.w < 0);
  if (r0.w != 0) discard;
  r1.xyz = Texture2DParameter_normalmap_DefaultWrapSampler.Sample(_DefaultWrapSampler_s, v1.xy).yzw;
  r1.xyz = r1.zyx * float3(2,2,2) + float3(-1,-1,-1);
  r1.w = -r1.z;
  r0.w = dot(r1.xyw, r1.xyw);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyw * r0.www;
  r0.w = dot(v3.xyz, v3.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = v3.xyz * r0.www;
  r0.w = dot(v4.xyz, v4.xyz);
  r0.w = rsqrt(r0.w);
  r3.xyz = v4.xyz * r0.www;
  r0.w = dot(v5.xyz, v5.xyz);
  r0.w = rsqrt(r0.w);
  r4.xyz = v5.xyz * r0.www;
  r2.xyz = r2.xyz * r1.yyy;
  r1.xyw = r1.xxx * r4.xyz + r2.xyz;
  r1.xyz = r1.zzz * r3.xyz + r1.xyw;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r2.x = dot(global_View._m00_m01_m02, r1.xyz);
  r2.y = dot(global_View._m10_m11_m12, r1.xyz);
  r0.w = dot(global_View._m20_m21_m22, r1.xyz);
  r1.xy = Texture2DParameter_physicalmap_DefaultWrapSampler.Sample(_DefaultWrapSampler_s, v1.xy).xy;
  r0.w = 1 + r0.w;
  r1.zw = r2.xy / r0.ww;
  o1.xy = r1.zw * float2(0.281262308,0.281262308) + float2(0.5,0.5);
  o2.xyz = saturate(r0.xyz);
  o3.xz = saturate(r1.yx);
  o0.xyzw = float4(0,0,0,0);
  o1.zw = float2(0,0);
  o2.w = _OpacityFade;
  o3.yw = float2(0.5,0.00392156886);
  o4.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.11 on Wed Sep 05 12:00:25 2018
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float FloatParameter_SeeThroughEnabled;// Offset:    0 Size:     4
//   float _OpacityFade;                // Offset:    4 Size:     4
//
// }
//
// cbuffer PerView
// {
//
//   row_major float4x4 global_View;    // Offset:    0 Size:    64
//   row_major float4x4 global_Projection;// Offset:   64 Size:    64 [unused]
//   row_major float4x4 global_ViewProjection;// Offset:  128 Size:    64 [unused]
//   float4 global_ViewPos;             // Offset:  192 Size:    16 [unused]
//   float4 global_ViewInfo;            // Offset:  208 Size:    16 [unused]
//   float4 global_ScaleAndBias;        // Offset:  224 Size:    16 [unused]
//
// }
//
// cbuffer EoCGlobalConstantData
// {
//
//   float3 global_SeeThroughPosition;  // Offset:    0 Size:    12
//   float global_SeeThroughRadius;     // Offset:   12 Size:     4
//   float3 global_GameCameraPosition;  // Offset:   16 Size:    12
//   float EoCGlobalConstantData_PADDING0;// Offset:   28 Size:     4 [unused]
//   float4 global_PlayerPosition0;     // Offset:   32 Size:    16 [unused]
//   float4 global_PlayerPosition1;     // Offset:   48 Size:    16 [unused]
//   float4 global_PlayerPosition2;     // Offset:   64 Size:    16 [unused]
//   float4 global_PlayerPosition3;     // Offset:   80 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _DefaultWrapSampler               sampler      NA          NA    0        1
// Texture2DParameter_basecolor_DefaultWrapSampler    texture  float4          2d    0        1
// Texture2DParameter_e883316c9273421d838cedc052ff02cc_DefaultWrapSampler    texture  float4          2d    1        1
// Texture2DParameter_normalmap_DefaultWrapSampler    texture  float4          2d    2        1
// Texture2DParameter_physicalmap_DefaultWrapSampler    texture  float4          2d    3        1
// $Globals                          cbuffer      NA          NA    0        1
// EoCGlobalConstantData             cbuffer      NA          NA   11        1
// PerView                           cbuffer      NA          NA   12        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
// TEXCOORD                 4   xyz         5     NONE   float   xyz
//
//
// 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
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[1], immediateIndexed
dcl_constantbuffer cb12[3], immediateIndexed
dcl_constantbuffer cb11[2], immediateIndexed
dcl_sampler s0, 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 linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 5
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t0.xyzw, s0
lt r1.x, l(1.000000), cb0[0].x
if_nz r1.x
  mov r1.x, l(1.000000)
else
  eq r1.y, cb0[0].x, l(1.000000)
  if_nz r1.y
    add r1.yz, v1.xxyx, v1.xxyx
    sample_indexable(texture2d)(float,float,float,float) r1.y, r1.yzyy, t1.yxzw, s0
    mad r1.y, r1.y, l(2.000000), l(-1.000000)
    add r2.xyz, cb11[0].xyzx, -cb11[1].xyzx
    add r3.xyz, v2.xyzx, -cb11[1].xyzx
    dp3 r1.z, r3.xyzx, r2.xyzx
    dp3 r1.w, r2.xyzx, r2.xyzx
    div r1.z, r1.z, r1.w
    mad r2.xyz, r1.zzzz, r2.xyzx, cb11[1].xyzx
    min r3.xyz, cb11[0].xyzx, cb11[1].xyzx
    max r4.xyz, cb11[0].xyzx, cb11[1].xyzx
    max r2.xyz, r2.xyzx, r3.xyzx
    min r2.xyz, r4.xyzx, r2.xyzx
    add r2.xyz, -r2.xyzx, v2.xyzx
    dp3 r1.z, r2.xyzx, r2.xyzx
    sqrt r1.z, r1.z
    mad r1.y, r1.y, l(0.500000), r1.z
    div_sat r1.x, r1.y, cb11[0].w
  else
    mov r1.x, l(1.000000)
  endif
endif
mad r0.w, r0.w, r1.x, l(-0.500000)
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t2.yzwx, s0
mad r1.xyz, r1.zyxz, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mov r1.w, -r1.z
dp3 r0.w, r1.xywx, r1.xywx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xywx
dp3 r0.w, v3.xyzx, v3.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, v3.xyzx
dp3 r0.w, v4.xyzx, v4.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, v4.xyzx
dp3 r0.w, v5.xyzx, v5.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, v5.xyzx
mul r2.xyz, r1.yyyy, r2.xyzx
mad r1.xyw, r1.xxxx, r4.xyxz, r2.xyxz
mad r1.xyz, r1.zzzz, r3.xyzx, r1.xywx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
dp3 r2.x, cb12[0].xyzx, r1.xyzx
dp3 r2.y, cb12[1].xyzx, r1.xyzx
dp3 r0.w, cb12[2].xyzx, r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xy, v1.xyxx, t3.xyzw, s0
add r0.w, r0.w, l(1.000000)
div r1.zw, r2.xxxy, r0.wwww
mad o1.xy, r1.zwzz, l(0.281262308, 0.281262308, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mov_sat o2.xyz, r0.xyzx
mov_sat o3.xz, r1.yyxy
mov o0.xyzw, l(0,0,0,0)
mov o1.zw, l(0,0,0,0)
mov o2.w, cb0[0].y
mov o3.yw, l(0,0.500000,0,0.00392156886)
mov o4.xyzw, l(0,0,0,0)
ret
// Approximately 68 instruction slots used

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