// ---- Created with 3Dmigoto v1.2.56 on Fri Sep 15 00:17:58 2017

cbuffer _Globals : register(b0)
{
  float4 VPtoRTScaleBias : packoffset(c0);
  float4 LightProperties : packoffset(c1);
  float4 ShadowFarPlanes : packoffset(c2);
  float4 ShadowFrustumWidths : packoffset(c3);
  row_major float4x4 ViewMatrix[4] : packoffset(c4);
  row_major float4x4 ProjectionMatrix[4] : packoffset(c20);
}

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);
}

Texture2D<float4> LinearDepth : register(t0);
Texture2D<float4> Shadow : register(t1);


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

void main( 
  float4 v0 : SV_Position0,
  float3 v1 : TexCoord0,
  float3 v2 : TexCoord1,
  out float4 o0 : SV_Target0)
{
  const float4 icb[] = { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000},
                              { 0, 0, 0.500000, 0.500000},
                              { 0, 0.500000, 0.500000, 1.000000},
                              { 0.500000, 0, 1.000000, 0.500000},
                              { 0.500000, 0.500000, 1.000000, 1.000000},
                              { 1.000000, 0, 0, 0},
                              { 1.000000, 1.000000, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0} };
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = (int2)v0.xy;
  r0.zw = float2(0,0);
  r1.z = LinearDepth.Load(r0.xyw).x;
  r2.xy = -VPtoRTScaleBias.zw * global_ViewInfo.zw + v0.xy;
  r2.z = global_ViewInfo.w + -r2.y;
  r2.xy = r2.xz / global_ViewInfo.zw;
  r1.xy = r2.xy * float2(2,2) + float2(-1,-1);
  r1.xyz = v1.xyz * r1.xyz;
  r2.xyz = global_View._m10_m11_m12 * r1.yyy;
  r1.xyw = r1.xxx * global_View._m00_m01_m02 + r2.xyz;
  r1.xyz = r1.zzz * global_View._m20_m21_m22 + r1.xyw;
  r1.xyz = global_ViewPos.xyz + r1.xyz;
  r1.w = 1;
  
//CORRECT WORLD COORD
float4 s = StereoParams.Load(0);
float4 r20, r21;
r21 = mul(global_ViewProjection, r1);  
r21.x -= s.x * (r21.w - s.y); 
r1 = mul(inverse(global_ViewProjection), r21);
  
  r2.xyzw = float4(1,1,1,0);
  while (true) {
    r3.x = cmp((uint)r2.w >= 4);
    if (r3.x != 0) break;
    r3.x = (uint)r2.w << 2;
    r4.x = dot(ProjectionMatrix[r3.x/4]._m00_m01_m02_m03, r1.xyzw);
    r4.y = dot(ProjectionMatrix[r3.x/4]._m10_m11_m12_m13, r1.xyzw);
    r4.z = dot(ProjectionMatrix[r3.x/4]._m20_m21_m22_m23, r1.xyzw);
    r3.y = dot(ProjectionMatrix[r3.x/4]._m30_m31_m32_m33, r1.xyzw);
    r3.yzw = r4.xyz / r3.yyy;
    r4.x = dot(ShadowFrustumWidths.xyzw, icb[r2.w+0].xyzw);
    r4.x = LightProperties.z * r4.x;
    r4.x = 0.5 * r4.x;
    r3.yz = -icb[r2.w+4].xy + r3.yz;
    r4.yz = icb[r2.w+4].zw + -icb[r2.w+4].xy;
    r3.yz = saturate(r3.yz / r4.yz);
    r3.yz = r3.yz * float2(2,2) + float2(-1,-1);
    r3.yz = float2(1,1) + -abs(r3.yz);
    r3.yz = saturate(r3.yz / LightProperties.zz);
    r3.w = saturate(1 + -r3.w);
    r4.y = dot(ShadowFarPlanes.xyzw, icb[r2.w+0].xyzw);
    r3.w = r4.y * r3.w;
    r3.w = saturate(r3.w / r4.x);
    r3.y = r3.y * r3.z;
    r3.z = r3.y * r3.w;
    r4.x = cmp(0 < r3.z);
    if (r4.x != 0) {
      r2.xyz = icb[r2.w+8].xyz * r3.zzz;
      r4.x = cmp(r3.z < 1);
      r4.y = cmp((uint)r2.w < 3);
      r4.x = r4.y ? r4.x : 0;
      if (r4.x != 0) {
        r3.x = (int)r3.x + 4;
        r4.x = dot(ProjectionMatrix[r3.x/4]._m00_m01_m02_m03, r1.xyzw);
        r4.y = dot(ProjectionMatrix[r3.x/4]._m10_m11_m12_m13, r1.xyzw);
        r4.z = dot(ProjectionMatrix[r3.x/4]._m20_m21_m22_m23, r1.xyzw);
        r3.x = dot(ProjectionMatrix[r3.x/4]._m30_m31_m32_m33, r1.xyzw);
        r4.xyz = r4.xyz / r3.xxx;
        r3.x = (int)r2.w + 1;
        r4.w = dot(ShadowFrustumWidths.yzw, icb[r2.w+0].xyz);
        r4.w = LightProperties.z * r4.w;
        r4.w = 0.5 * r4.w;
        r4.xy = -icb[r3.x+4].xy + r4.xy;
        r5.xy = icb[r3.x+4].zw + -icb[r3.x+4].xy;
        r4.xy = saturate(r4.xy / r5.xy);
        r4.xy = r4.xy * float2(2,2) + float2(-1,-1);
        r4.xy = float2(1,1) + -abs(r4.xy);
        r4.xy = saturate(r4.xy / LightProperties.zz);
        r4.z = saturate(1 + -r4.z);
        r5.x = dot(ShadowFarPlanes.yzw, icb[r2.w+0].xyz);
        r4.z = r5.x * r4.z;
        r4.z = saturate(r4.z / r4.w);
        r4.x = r4.x * r4.y;
        r4.x = r4.x * r4.z;
        r4.x = cmp(0 < r4.x);
        if (r4.x != 0) {
          r4.x = -r3.y * r3.w + 1;
          r2.xyz = r4.xxx * icb[r3.x+8].xyz + r2.xyz;
        }
      } else {
        r3.x = -r3.y * r3.w + 1;
        r2.xyz = icb[r2.w+8].xyz * r3.zzz + r3.xxx;
      }
      break;
    }
    r2.w = (int)r2.w + 1;
    r2.xyz = float3(1,1,1);
  }
  r0.x = Shadow.Load(r0.xyz).x;
  r0.xyz = r2.xyz * r0.xxx;
  r0.xyz = float3(0.699999988,0.699999988,0.699999988) * r0.xyz;
  o0.xyz = r2.xyz * float3(0.300000012,0.300000012,0.300000012) + r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 VPtoRTScaleBias;            // Offset:    0 Size:    16
//   float4 LightProperties;            // Offset:   16 Size:    16
//   float4 ShadowFarPlanes;            // Offset:   32 Size:    16
//   float4 ShadowFrustumWidths;        // Offset:   48 Size:    16
//   row_major float4x4 ViewMatrix[4];  // Offset:   64 Size:   256 [unused]
//   row_major float4x4 ProjectionMatrix[4];// Offset:  320 Size:   256
//
// }
//
// 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
//   float4 global_ViewInfo;            // Offset:  208 Size:    16
//   float4 global_ScaleAndBias;        // Offset:  224 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// LinearDepth                       texture  float4          2d    0        1
// Shadow                            texture  float4          2d    1        1
// $Globals                          cbuffer      NA          NA    0        1
// PerView                           cbuffer      NA          NA   12        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy  
// TexCoord                 0   xyz         1     NONE   float   xyz 
// TexCoord                 1   xyz         2     NONE   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000},
                              { 0, 0, 0.500000, 0.500000},
                              { 0, 0.500000, 0.500000, 1.000000},
                              { 0.500000, 0, 1.000000, 0.500000},
                              { 0.500000, 0.500000, 1.000000, 1.000000},
                              { 1.000000, 0, 0, 0},
                              { 1.000000, 1.000000, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0} }
dcl_constantbuffer cb0[36], dynamicIndexed
dcl_constantbuffer cb12[14], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 6
ftoi r0.xy, v0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.z, r0.xyww, t0.yzxw
mad r2.xy, -cb0[0].zwzz, cb12[13].zwzz, v0.xyxx
add r2.z, -r2.y, cb12[13].w
div r2.xy, r2.xzxx, cb12[13].zwzz
mad r1.xy, r2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r1.xyz, r1.xyzx, v1.xyzx
mul r2.xyz, r1.yyyy, cb12[1].xyzx
mad r1.xyw, r1.xxxx, cb12[0].xyxz, r2.xyxz
mad r1.xyz, r1.zzzz, cb12[2].xyzx, r1.xywx
add r1.xyz, r1.xyzx, cb12[12].xyzx
mov r1.w, l(1.000000)
mov r2.xyzw, l(1.000000,1.000000,1.000000,0)
loop 
  uge r3.x, r2.w, l(4)
  breakc_nz r3.x
  ishl r3.x, r2.w, l(2)
  dp4 r4.x, cb0[r3.x + 20].xyzw, r1.xyzw
  dp4 r4.y, cb0[r3.x + 21].xyzw, r1.xyzw
  dp4 r4.z, cb0[r3.x + 22].xyzw, r1.xyzw
  dp4 r3.y, cb0[r3.x + 23].xyzw, r1.xyzw
  div r3.yzw, r4.xxyz, r3.yyyy
  dp4 r4.x, cb0[3].xyzw, icb[r2.w + 0].xyzw
  mul r4.x, r4.x, cb0[1].z
  mul r4.x, r4.x, l(0.500000)
  add r3.yz, r3.yyzy, -icb[r2.w + 4].xxyx
  add r4.yz, -icb[r2.w + 4].xxyx, icb[r2.w + 4].zzwz
  div_sat r3.yz, r3.yyzy, r4.yyzy
  mad r3.yz, r3.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
  add r3.yz, -|r3.yyzy|, l(0.000000, 1.000000, 1.000000, 0.000000)
  div_sat r3.yz, r3.yyzy, cb0[1].zzzz
  add_sat r3.w, -r3.w, l(1.000000)
  dp4 r4.y, cb0[2].xyzw, icb[r2.w + 0].xyzw
  mul r3.w, r3.w, r4.y
  div_sat r3.w, r3.w, r4.x
  mul r3.y, r3.z, r3.y
  mul r3.z, r3.w, r3.y
  lt r4.x, l(0.000000), r3.z
  if_nz r4.x
    mul r2.xyz, r3.zzzz, icb[r2.w + 8].xyzx
    lt r4.x, r3.z, l(1.000000)
    ult r4.y, r2.w, l(3)
    and r4.x, r4.y, r4.x
    if_nz r4.x
      iadd r3.x, r3.x, l(4)
      dp4 r4.x, cb0[r3.x + 20].xyzw, r1.xyzw
      dp4 r4.y, cb0[r3.x + 21].xyzw, r1.xyzw
      dp4 r4.z, cb0[r3.x + 22].xyzw, r1.xyzw
      dp4 r3.x, cb0[r3.x + 23].xyzw, r1.xyzw
      div r4.xyz, r4.xyzx, r3.xxxx
      iadd r3.x, r2.w, l(1)
      dp3 r4.w, cb0[3].yzwy, icb[r2.w + 0].xyzx
      mul r4.w, r4.w, cb0[1].z
      mul r4.w, r4.w, l(0.500000)
      add r4.xy, r4.xyxx, -icb[r3.x + 4].xyxx
      add r5.xy, -icb[r3.x + 4].xyxx, icb[r3.x + 4].zwzz
      div_sat r4.xy, r4.xyxx, r5.xyxx
      mad r4.xy, r4.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
      add r4.xy, -|r4.xyxx|, l(1.000000, 1.000000, 0.000000, 0.000000)
      div_sat r4.xy, r4.xyxx, cb0[1].zzzz
      add_sat r4.z, -r4.z, l(1.000000)
      dp3 r5.x, cb0[2].yzwy, icb[r2.w + 0].xyzx
      mul r4.z, r4.z, r5.x
      div_sat r4.z, r4.z, r4.w
      mul r4.x, r4.y, r4.x
      mul r4.x, r4.z, r4.x
      lt r4.x, l(0.000000), r4.x
      if_nz r4.x
        mad r4.x, -r3.y, r3.w, l(1.000000)
        mad r2.xyz, r4.xxxx, icb[r3.x + 8].xyzx, r2.xyzx
      endif 
    else 
      mad r3.x, -r3.y, r3.w, l(1.000000)
      mad r2.xyz, icb[r2.w + 8].xyzx, r3.zzzz, r3.xxxx
    endif 
    break 
  endif 
  iadd r2.w, r2.w, l(1)
  mov r2.xyz, l(1.000000,1.000000,1.000000,0)
endloop 
ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t1.xyzw
mul r0.xyz, r0.xxxx, r2.xyzx
mul r0.xyz, r0.xyzx, l(0.700000, 0.700000, 0.700000, 0.000000)
mad o0.xyz, r2.xyzx, l(0.300000, 0.300000, 0.300000, 0.000000), r0.xyzx
mov o0.w, l(1.000000)
ret 
// Approximately 87 instruction slots used

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