// ---- Created with 3Dmigoto v1.3.6 on Mon Sep 03 18:05:08 2018

cbuffer _Globals : register(b0)
{
  float4 VPtoRTScaleBias : packoffset(c0);
  float4 LightProperties : packoffset(c1);
  float4 ShadowFarPlanes : packoffset(c2);
  float4 ShadowFrustumWidths : packoffset(c3);
  row_major float4x4 ViewMatrix[5] : packoffset(c4);
  row_major float4x4 ProjectionMatrix[4] : packoffset(c24);
}

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);
}

SamplerState PointSampler_s : register(s0);
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)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = (int2)v0.xy;
  r0.zw = float2(0,0);
  r0.x = LinearDepth.Load(r0.xyz).x;
  r0.xyz = r0.xxx * v1.xyz + global_ViewPos.xyz;
  r0.w = 1;

//r0 is a world coord.  Needs correcting in Proj space
//CORRECT WORLD COORD
float4 s = StereoParams.Load(0);
float4 r25;
r25 = mul(global_ViewProjection, r0);  
r25.x -= s.x * (r25.w - s.y); 
r0 = mul(inverse(global_ViewProjection), r25); 
  
  r1.x = dot(ProjectionMatrix[0]._m00_m01_m02_m03, r0.xyzw);
  r1.y = dot(ProjectionMatrix[0]._m10_m11_m12_m13, r0.xyzw);
  r1.z = dot(ProjectionMatrix[0]._m20_m21_m22_m23, r0.xyzw);
  r1.w = dot(ProjectionMatrix[0]._m30_m31_m32_m33, r0.xyzw);
  r1.xyz = r1.xyz / r1.www;
  r1.w = ShadowFrustumWidths.x * LightProperties.z;
  r1.w = 0.5 * r1.w;
  r2.xy = saturate(r1.xy + r1.xy);
  r2.xy = r2.xy * float2(2,2) + float2(-1,-1);
  r2.xy = float2(1,1) + -abs(r2.xy);
  r2.xy = saturate(r2.xy / LightProperties.zz);
  r2.z = saturate(1 + -r1.z);
  r2.z = ShadowFarPlanes.x * r2.z;
  r1.w = saturate(r2.z / r1.w);
  r2.x = r2.x * r2.y;
  r2.y = r2.x * r1.w;
  r2.z = cmp(0 < r2.y);
  if (r2.z != 0) {
    r2.w = LightProperties.w / ShadowFarPlanes.x;
    r1.z = -r2.w + r1.z;
    r1.x = Shadow.SampleLevel(PointSampler_s, r1.xy, 0).x;
    r1.x = cmp(r1.x < r1.z);
    r1.x = r1.x ? 0 : r2.y;
    r1.y = cmp(r2.y < 1);
    if (r1.y != 0) {
      r3.x = dot(ProjectionMatrix[1]._m00_m01_m02_m03, r0.xyzw);
      r3.y = dot(ProjectionMatrix[1]._m10_m11_m12_m13, r0.xyzw);
      r3.z = dot(ProjectionMatrix[1]._m20_m21_m22_m23, r0.xyzw);
      r1.y = dot(ProjectionMatrix[1]._m30_m31_m32_m33, r0.xyzw);
      r3.xyz = r3.xyz / r1.yyy;
      r1.y = ShadowFrustumWidths.y * LightProperties.z;
      r1.y = 0.5 * r1.y;
      r2.yw = float2(-0,-0.5) + r3.xy;
      r2.yw = saturate(r2.yw + r2.yw);
      r2.yw = r2.yw * float2(2,2) + float2(-1,-1);
      r2.yw = float2(1,1) + -abs(r2.yw);
      r2.yw = saturate(r2.yw / LightProperties.zz);
      r1.z = saturate(1 + -r3.z);
      r1.z = ShadowFarPlanes.y * r1.z;
      r1.y = saturate(r1.z / r1.y);
      r1.z = r2.y * r2.w;
      r1.y = r1.z * r1.y;
      r1.y = cmp(0 < r1.y);
      if (r1.y != 0) {
        r1.y = -r2.x * r1.w + 1;
        r1.z = LightProperties.w / ShadowFarPlanes.y;
        r1.w = ShadowFrustumWidths.y / ShadowFrustumWidths.x;
        r1.z = -r1.z * r1.w + r3.z;
        r1.w = Shadow.SampleLevel(PointSampler_s, r3.xy, 0).x;
        r1.z = cmp(r1.w < r1.z);
        r1.y = r1.z ? 0 : r1.y;
        r1.x = r1.x + r1.y;
      }
    }
  } else {
    r1.x = 1;
  }
  if (r2.z == 0) {
    r2.x = dot(ProjectionMatrix[1]._m00_m01_m02_m03, r0.xyzw);
    r2.y = dot(ProjectionMatrix[1]._m10_m11_m12_m13, r0.xyzw);
    r2.z = dot(ProjectionMatrix[1]._m20_m21_m22_m23, r0.xyzw);
    r0.x = dot(ProjectionMatrix[1]._m30_m31_m32_m33, r0.xyzw);
    r0.xyz = r2.xyz / r0.xxx;
    r0.w = ShadowFrustumWidths.y * LightProperties.z;
    r0.w = 0.5 * r0.w;
    r1.yz = float2(-0,-0.5) + r0.xy;
    r1.yz = saturate(r1.yz + r1.yz);
    r1.yz = r1.yz * float2(2,2) + float2(-1,-1);
    r1.yz = float2(1,1) + -abs(r1.yz);
    r1.yz = saturate(r1.yz / LightProperties.zz);
    r1.w = saturate(1 + -r0.z);
    r1.w = ShadowFarPlanes.y * r1.w;
    r0.w = saturate(r1.w / r0.w);
    r1.y = r1.y * r1.z;
    r1.z = r1.y * r0.w;
    r1.w = cmp(0 < r1.z);
    if (r1.w != 0) {
      r1.w = LightProperties.w / ShadowFarPlanes.y;
      r2.x = ShadowFrustumWidths.y / ShadowFrustumWidths.x;
      r0.z = -r1.w * r2.x + r0.z;
      r0.x = Shadow.SampleLevel(PointSampler_s, r0.xy, 0).x;
      r0.x = cmp(r0.x < r0.z);
      r0.x = r0.x ? 0 : r1.z;
      r0.x = -r1.y * r0.w + r0.x;
      r1.x = 1 + r0.x;
    }
  }
  o0.xyzw = r1.xxxx;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 VPtoRTScaleBias;            // Offset:    0 Size:    16 [unused]
//   float4 LightProperties;            // Offset:   16 Size:    16
//   float4 ShadowFarPlanes;            // Offset:   32 Size:    16
//   float4 ShadowFrustumWidths;        // Offset:   48 Size:    16
//   row_major float4x4 ViewMatrix[5];  // Offset:   64 Size:   320 [unused]
//   row_major float4x4 ProjectionMatrix[4];// Offset:  384 Size:   256
//
// }
//
// cbuffer PerView
// {
//
//   row_major float4x4 global_View;    // Offset:    0 Size:    64 [unused]
//   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 [unused]
//   float4 global_ScaleAndBias;        // Offset:  224 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// PointSampler                      sampler      NA          NA    0        1
// 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_constantbuffer cb0[32], immediateIndexed
dcl_constantbuffer cb12[13], immediateIndexed
dcl_sampler s0, mode_default
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 4
ftoi r0.xy, v0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t0.xyzw
mad r0.xyz, r0.xxxx, v1.xyzx, cb12[12].xyzx
mov r0.w, l(1.000000)
dp4 r1.x, cb0[24].xyzw, r0.xyzw
dp4 r1.y, cb0[25].xyzw, r0.xyzw
dp4 r1.z, cb0[26].xyzw, r0.xyzw
dp4 r1.w, cb0[27].xyzw, r0.xyzw
div r1.xyz, r1.xyzx, r1.wwww
mul r1.w, cb0[1].z, cb0[3].x
mul r1.w, r1.w, l(0.500000)
add_sat r2.xy, r1.xyxx, r1.xyxx
mad r2.xy, r2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
add r2.xy, -|r2.xyxx|, l(1.000000, 1.000000, 0.000000, 0.000000)
div_sat r2.xy, r2.xyxx, cb0[1].zzzz
add_sat r2.z, -r1.z, l(1.000000)
mul r2.z, r2.z, cb0[2].x
div_sat r1.w, r2.z, r1.w
mul r2.x, r2.y, r2.x
mul r2.y, r1.w, r2.x
lt r2.z, l(0.000000), r2.y
if_nz r2.z
  div r2.w, cb0[1].w, cb0[2].x
  add r1.z, r1.z, -r2.w
  sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t1.xyzw, s0, l(0.000000)
  lt r1.x, r1.x, r1.z
  movc r1.x, r1.x, l(0), r2.y
  lt r1.y, r2.y, l(1.000000)
  if_nz r1.y
    dp4 r3.x, cb0[28].xyzw, r0.xyzw
    dp4 r3.y, cb0[29].xyzw, r0.xyzw
    dp4 r3.z, cb0[30].xyzw, r0.xyzw
    dp4 r1.y, cb0[31].xyzw, r0.xyzw
    div r3.xyz, r3.xyzx, r1.yyyy
    mul r1.y, cb0[1].z, cb0[3].y
    mul r1.y, r1.y, l(0.500000)
    add r2.yw, r3.xxxy, l(0.000000, -0.000000, 0.000000, -0.500000)
    add_sat r2.yw, r2.yyyw, r2.yyyw
    mad r2.yw, r2.yyyw, l(0.000000, 2.000000, 0.000000, 2.000000), l(0.000000, -1.000000, 0.000000, -1.000000)
    add r2.yw, -|r2.yyyw|, l(0.000000, 1.000000, 0.000000, 1.000000)
    div_sat r2.yw, r2.yyyw, cb0[1].zzzz
    add_sat r1.z, -r3.z, l(1.000000)
    mul r1.z, r1.z, cb0[2].y
    div_sat r1.y, r1.z, r1.y
    mul r1.z, r2.w, r2.y
    mul r1.y, r1.y, r1.z
    lt r1.y, l(0.000000), r1.y
    if_nz r1.y
      mad r1.y, -r2.x, r1.w, l(1.000000)
      div r1.z, cb0[1].w, cb0[2].y
      div r1.w, cb0[3].y, cb0[3].x
      mad r1.z, -r1.z, r1.w, r3.z
      sample_l_indexable(texture2d)(float,float,float,float) r1.w, r3.xyxx, t1.yzwx, s0, l(0.000000)
      lt r1.z, r1.w, r1.z
      movc r1.y, r1.z, l(0), r1.y
      add r1.x, r1.y, r1.x
    endif 
  endif 
else 
  mov r1.x, l(1.000000)
endif 
if_z r2.z
  dp4 r2.x, cb0[28].xyzw, r0.xyzw
  dp4 r2.y, cb0[29].xyzw, r0.xyzw
  dp4 r2.z, cb0[30].xyzw, r0.xyzw
  dp4 r0.x, cb0[31].xyzw, r0.xyzw
  div r0.xyz, r2.xyzx, r0.xxxx
  mul r0.w, cb0[1].z, cb0[3].y
  mul r0.w, r0.w, l(0.500000)
  add r1.yz, r0.xxyx, l(0.000000, -0.000000, -0.500000, 0.000000)
  add_sat r1.yz, r1.yyzy, r1.yyzy
  mad r1.yz, r1.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
  add r1.yz, -|r1.yyzy|, l(0.000000, 1.000000, 1.000000, 0.000000)
  div_sat r1.yz, r1.yyzy, cb0[1].zzzz
  add_sat r1.w, -r0.z, l(1.000000)
  mul r1.w, r1.w, cb0[2].y
  div_sat r0.w, r1.w, r0.w
  mul r1.y, r1.z, r1.y
  mul r1.z, r0.w, r1.y
  lt r1.w, l(0.000000), r1.z
  if_nz r1.w
    div r1.w, cb0[1].w, cb0[2].y
    div r2.x, cb0[3].y, cb0[3].x
    mad r0.z, -r1.w, r2.x, r0.z
    sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s0, l(0.000000)
    lt r0.x, r0.x, r0.z
    movc r0.x, r0.x, l(0), r1.z
    mad r0.x, -r1.y, r0.w, r0.x
    add r1.x, r0.x, l(1.000000)
  endif 
endif 
mov o0.xyzw, r1.xxxx
ret 
// Approximately 94 instruction slots used

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