// ---- 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;
  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.x = dot(ProjectionMatrix[1]._m00_m01_m02_m03, r1.xyzw);
  r2.y = dot(ProjectionMatrix[1]._m10_m11_m12_m13, r1.xyzw);
  r2.z = dot(ProjectionMatrix[1]._m20_m21_m22_m23, r1.xyzw);
  r2.w = dot(ProjectionMatrix[1]._m30_m31_m32_m33, r1.xyzw);
  r2.xyz = r2.xyz / r2.www;
  r2.w = ShadowFrustumWidths.y * LightProperties.z;
  r2.w = 0.5 * r2.w;
  r2.xy = float2(-0,-0.5) + r2.xy;
  r2.xy = saturate(float2(1,2) * r2.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 + -r2.z);
  r2.z = ShadowFarPlanes.y * r2.z;
  r2.z = saturate(r2.z / r2.w);
  r2.x = r2.x * r2.y;
  r2.x = r2.x * r2.z;
  r2.x = cmp(0 < r2.x);
  r3.xyz = float3(1,1,1);
  r2.y = 0;
  while (true) {
    r2.z = cmp((uint)r2.y >= 2);
    if (r2.z != 0) break;
    r2.z = (uint)r2.y << 2;
    r4.x = dot(ProjectionMatrix[r2.z/4]._m00_m01_m02_m03, r1.xyzw);
    r4.y = dot(ProjectionMatrix[r2.z/4]._m10_m11_m12_m13, r1.xyzw);
    r4.z = dot(ProjectionMatrix[r2.z/4]._m20_m21_m22_m23, r1.xyzw);
    r2.z = dot(ProjectionMatrix[r2.z/4]._m30_m31_m32_m33, r1.xyzw);
    r4.xyz = r4.xyz / r2.zzz;
    r2.zw = icb[r2.y+4].xy * float2(2,1);
    r3.w = dot(ShadowFrustumWidths.xyzw, icb[r2.y+0].xyzw);
    r3.w = LightProperties.z * r3.w;
    r3.w = 0.5 * r3.w;
    r4.xy = -icb[r2.y+4].xy * float2(2,1) + r4.xy;
    r2.zw = icb[r2.y+4].zw * float2(2,1) + -r2.zw;
    r2.zw = saturate(r4.xy / r2.zw);
    r2.zw = r2.zw * float2(2,2) + float2(-1,-1);
    r2.zw = float2(1,1) + -abs(r2.zw);
    r2.zw = saturate(r2.zw / LightProperties.zz);
    r4.x = saturate(1 + -r4.z);
    r4.y = dot(ShadowFarPlanes.xyzw, icb[r2.y+0].xyzw);
    r4.x = r4.x * r4.y;
    r3.w = saturate(r4.x / r3.w);
    r2.z = r2.z * r2.w;
    r2.w = r2.z * r3.w;
    r4.x = cmp(0 < r2.w);
    if (r4.x != 0) {
      r3.xyz = icb[r2.y+8].xyz * r2.www;
      r4.x = cmp(r2.w < 1);
      r4.y = cmp((uint)r2.y < 1);
      r4.x = r4.y ? r4.x : 0;
      if (r4.x != 0) {
        if (r2.x != 0) {
          r4.x = -r2.z * r3.w + 1;
          r3.xy = icb[r2.y+8].xy * r2.ww + r4.xx;
        }
      } else {
        r2.z = -r2.z * r3.w + 1;
        r3.xyz = icb[r2.y+8].xyz * r2.www + r2.zzz;
      }
      break;
    }
    r2.y = (int)r2.y + 1;
    r3.xyz = float3(1,1,1);
  }
  r0.x = Shadow.Load(r0.xyz).x;
  r0.xyz = r3.xyz * r0.xxx;
  r0.xyz = float3(0.699999988,0.699999988,0.699999988) * r0.xyz;
  o0.xyz = r3.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 5
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)
dp4 r2.x, cb0[24].xyzw, r1.xyzw
dp4 r2.y, cb0[25].xyzw, r1.xyzw
dp4 r2.z, cb0[26].xyzw, r1.xyzw
dp4 r2.w, cb0[27].xyzw, r1.xyzw
div r2.xyz, r2.xyzx, r2.wwww
mul r2.w, cb0[1].z, cb0[3].y
mul r2.w, r2.w, l(0.500000)
add r2.xy, r2.xyxx, l(-0.000000, -0.500000, 0.000000, 0.000000)
mul_sat r2.xy, r2.xyxx, l(1.000000, 2.000000, 0.000000, 0.000000)
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, -r2.z, l(1.000000)
mul r2.z, r2.z, cb0[2].y
div_sat r2.z, r2.z, r2.w
mul r2.x, r2.y, r2.x
mul r2.x, r2.z, r2.x
lt r2.x, l(0.000000), r2.x
mov r3.xyz, l(1.000000,1.000000,1.000000,0)
mov r2.y, l(0)
loop 
  uge r2.z, r2.y, l(2)
  breakc_nz r2.z
  ishl r2.z, r2.y, l(2)
  dp4 r4.x, cb0[r2.z + 20].xyzw, r1.xyzw
  dp4 r4.y, cb0[r2.z + 21].xyzw, r1.xyzw
  dp4 r4.z, cb0[r2.z + 22].xyzw, r1.xyzw
  dp4 r2.z, cb0[r2.z + 23].xyzw, r1.xyzw
  div r4.xyz, r4.xyzx, r2.zzzz
  mul r2.zw, l(0.000000, 0.000000, 2.000000, 1.000000), icb[r2.y + 4].xxxy
  dp4 r3.w, cb0[3].xyzw, icb[r2.y + 0].xyzw
  mul r3.w, r3.w, cb0[1].z
  mul r3.w, r3.w, l(0.500000)
  mad r4.xy, -icb[r2.y + 4].xyxx, l(2.000000, 1.000000, 0.000000, 0.000000), r4.xyxx
  mad r2.zw, icb[r2.y + 4].zzzw, l(0.000000, 0.000000, 2.000000, 1.000000), -r2.zzzw
  div_sat r2.zw, r4.xxxy, r2.zzzw
  mad r2.zw, r2.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
  add r2.zw, -|r2.zzzw|, l(0.000000, 0.000000, 1.000000, 1.000000)
  div_sat r2.zw, r2.zzzw, cb0[1].zzzz
  add_sat r4.x, -r4.z, l(1.000000)
  dp4 r4.y, cb0[2].xyzw, icb[r2.y + 0].xyzw
  mul r4.x, r4.y, r4.x
  div_sat r3.w, r4.x, r3.w
  mul r2.z, r2.w, r2.z
  mul r2.w, r3.w, r2.z
  lt r4.x, l(0.000000), r2.w
  if_nz r4.x
    mul r3.xyz, r2.wwww, icb[r2.y + 8].xyzx
    lt r4.x, r2.w, l(1.000000)
    ult r4.y, r2.y, l(1)
    and r4.x, r4.y, r4.x
    if_nz r4.x
      if_nz r2.x
        mad r4.x, -r2.z, r3.w, l(1.000000)
        mad r3.xy, icb[r2.y + 8].xyxx, r2.wwww, r4.xxxx
      endif 
    else 
      mad r2.z, -r2.z, r3.w, l(1.000000)
      mad r3.xyz, icb[r2.y + 8].xyzx, r2.wwww, r2.zzzz
    endif 
    break 
  endif 
  iadd r2.y, r2.y, l(1)
  mov r3.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, r3.xyzx
mul r0.xyz, r0.xyzx, l(0.700000, 0.700000, 0.700000, 0.000000)
mad o0.xyz, r3.xyzx, l(0.300000, 0.300000, 0.300000, 0.000000), r0.xyzx
mov o0.w, l(1.000000)
ret 
// Approximately 84 instruction slots used

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