//Lights
// ---- Created with 3Dmigoto v1.2.56 on Tue May 30 01:19:45 2017

cbuffer _Globals : register(b0)
{
  float2 Params : packoffset(c0);
  float4 VPtoRTScaleBias : packoffset(c1);
  row_major float3x3 invViewMatrix : packoffset(c2);
  float3 lightColor : packoffset(c5);
  float2 lightInfo : packoffset(c6);
}

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 LinearSampler_s_s : register(s0);
Texture2D<float4> Exposure : register(t0);
Texture2D<float4> LinearDepth : register(t1);
Texture2D<float4> GBuffer1 : register(t2);
Texture2D<float4> GBuffer2 : register(t3);
Texture2D<float4> GBuffer3 : register(t4);
Texture2D<float4> GBuffer4 : register(t5);
TextureCube<float4> Shadow : register(t6);


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


void main( 
  float4 v0 : SV_Position0,
  float4 v1 : TexCoord0,
  float3 v2 : TexCoord1,
float4 v3 : TexCoord2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = trunc(v0.xy);
  r0.xy = (int2)r0.xy;
  r0.zw = float2(0,0);
  r1.xyzw = GBuffer3.Load(r0.xyw).xyzw;
  r2.x = LinearDepth.Load(r0.xyw).x;
  r1.w = 255 * r1.w;
  r1.w = round(r1.w);
  r1.w = (uint)r1.w;
  if (2 == 0) r1.w = 0; else if (2+1 < 32) {   r1.w = (uint)r1.w << (32-(2 + 1)); r1.w = (uint)r1.w >> (32-2);  } else r1.w = (uint)r1.w >> 1;
  r1.w = (uint)r1.w;
  r2.y = cmp(r2.x != 1.000000);
  r2.y = r2.y ? -1.000000 : 0;
  r2.z = (int)r1.w;
  r2.z = cmp((int)r2.z != 1);
  r2.y = r2.y ? r2.z : 0;
  
  
  r2.z = global_ViewInfo.x / v3.z;
  r3.xyz = v3.xyz * r2.zzz;
  
float4 s = StereoParams.Load(0);
float4 r20;
r20.xyz = r3.xyz * r2.xxx;
r20.x -= s.x * (r20.z - s.y)/global_Projection._m00; 
  
  
  // r4.xyz = -r3.xyz * r2.xxx + v2.xyz;
r4.xyz = -r20.xyz + v2.xyz;  
  
  r5.x = dot(invViewMatrix._m00_m01_m02, -r4.xyz);
  r5.y = dot(invViewMatrix._m10_m11_m12, -r4.xyz);
  r5.z = dot(invViewMatrix._m20_m21_m22, -r4.xyz);
  r2.z = dot(r5.xyz, r5.xyz);
  r2.w = rsqrt(r2.z);
  r5.xyz = r2.www * r5.xyz;
  r5.xy = Shadow.Sample(LinearSampler_s_s, r5.xyz).xy;
  r2.y = cmp(r2.y != 0.000000);
  if (r2.y != 0) {
    r6.x = dot(r4.xyz, r4.xyz);
    r2.y = sqrt(r6.x);
    r2.y = lightInfo.x + -r2.y;
    r2.y = cmp(r2.y < 0);
    if (r2.y != 0) discard;
	
    // r2.xyw = r3.xyz * r2.xxx;
r2.xyw = r20.xyz;	
	
    r3.xy = GBuffer1.Load(r0.xyw).xy;
    r7.xyz = GBuffer2.Load(r0.xyw).xyz;
    r3.xy = r3.xy * float2(3.55539989,3.55539989) + float2(-1.77769995,-1.77769995);
    r3.z = 1;
    r3.z = dot(r3.xyz, r3.xyz);
    r3.z = 2 / r3.z;
    r8.xy = r3.zz * r3.xy;
    r8.z = -1 + r3.z;
    r1.x = max(0.0900000036, r1.x);
    r1.y = r1.y * r1.y;
    r1.y = 0.159999996 * r1.y;
    r3.x = rcp(lightInfo.x);
    r3.y = dot(-r2.xyw, -r2.xyw);
    r3.y = rsqrt(r3.y);
    r9.xyz = r3.yyy * -r2.xyw;
    r3.z = rsqrt(r6.x);
    r4.xyz = r3.zzz * r4.xyz;
    r3.z = dot(r8.xyz, r9.xyz);
    r3.z = max(9.99999975e-006, r3.z);
    r2.xyw = -r2.xyw * r3.yyy + r4.xyz;
    r3.y = dot(r2.xyw, r2.xyw);
    r3.y = rsqrt(r3.y);
    r2.xyw = r3.yyy * r2.xyw;
    r3.y = saturate(dot(r4.xyz, r2.xyw));
    r3.w = saturate(dot(r8.xyz, r2.xyw));
    r4.x = saturate(dot(r8.xyz, r4.xyz));
    r4.y = lightInfo.y * 0.0795774683;
    r3.x = r3.x * r3.x;
    r3.x = r6.x * r3.x;
    r6.y = -r3.x * r3.x + 1;
    r4.zw = max(float2(9.99999975e-005,0), r6.xy);
    r3.x = r4.w * r4.w;
    r4.z = rcp(r4.z);
    r3.x = r4.z * r3.x;
    r3.x = r4.x * r3.x;
    r4.z = 1 + -r1.z;
    r6.xyz = r4.zzz * r7.xyz;
    r4.w = r1.x * -0.337748349 + 1;
    r5.z = r3.y * r3.y;
    r5.z = dot(r5.zz, r1.xx);
    r5.z = r1.x * 0.5 + r5.z;
    r5.z = -1 + r5.z;
    r5.w = 1 + -r4.x;
    r5.w = max(9.99999975e-005, r5.w);
    r6.w = r5.w * r5.w;
    r6.w = r6.w * r6.w;
    r5.w = r6.w * r5.w;
    r5.w = r5.z * r5.w + 1;
    r6.w = 1 + -r3.z;
    r6.w = max(9.99999975e-005, abs(r6.w));
    r7.w = r6.w * r6.w;
    r7.w = r7.w * r7.w;
    r6.w = r7.w * r6.w;
    r5.z = r5.z * r6.w + 1;
    r5.z = r5.w * r5.z;
    r4.w = r5.z * r4.w;
    r4.w = 0.318309873 * r4.w;
    r1.w = cmp(r1.w == 0.000000);
    if (r1.w != 0) {
      r8.xyz = r7.xyz * r1.zzz;
      r8.xyz = r4.zzz * r1.yyy + r8.xyz;
      r1.w = 1 + r1.x;
      r1.w = 0.5 * r1.w;
      r5.z = r1.x * r1.x;
      r9.xyz = float3(1,1,1) + -r8.xyz;
      r5.w = 1 + -r3.y;
      r5.w = max(9.99999975e-005, r5.w);
      r6.w = r5.w * r5.w;
      r6.w = r6.w * r6.w;
      r5.w = r6.w * r5.w;
      r8.xyz = r9.xyz * r5.www + r8.xyz;
      r1.w = r1.w * r1.w;
      r5.w = -r3.z * r1.w + r3.z;
      r5.w = r5.w * r3.z + r1.w;
      r5.w = sqrt(r5.w);
      r6.w = -r4.x * r1.w + r4.x;
      r1.w = r6.w * r4.x + r1.w;
      r1.w = sqrt(r1.w);
      r1.w = r3.z * r1.w;
      r1.w = r4.x * r5.w + r1.w;
      r1.w = rcp(r1.w);
      r1.w = 0.5 * r1.w;
      r5.z = r5.z * r5.z;
      r5.w = r3.w * r5.z + -r3.w;
      r5.w = r5.w * r3.w + 1;
      r5.w = r5.w * r5.w;
      r5.w = 3.14159274 * r5.w;
      r5.w = rcp(r5.w);
      r5.z = r5.w * r5.z;
      r8.xyz = r8.xyz * r1.www;
      r8.xyz = r8.xyz * r5.zzz;
    } else {
      r0.xyzw = GBuffer4.Load(r0.xyz).xyzw;
      r0.yz = float2(255,15.9375) * r0.zy;
      r1.w = floor(r0.z);
      r9.x = r0.x * 4080 + r1.w;
      r0.x = frac(r0.z);
      r9.y = r0.x * 4096 + r0.y;
      r0.xy = r9.xy * float2(0.000488519785,0.000488519785) + float2(-1,-1);
      r0.xy = max(float2(-1,-1), r0.xy);
      r0.xy = min(float2(1,1), r0.xy);
      r5.zw = float2(1,1) + -abs(r0.yx);
      r9.z = r5.w + -abs(r0.y);
      r0.z = cmp(r9.z >= 0);
      r10.xy = cmp(r0.xy >= float2(0,0));
      r10.xy = r10.xy ? float2(1,1) : float2(-1,-1);
      r5.zw = r10.xy * r5.zw;
      r9.xy = r0.zz ? r0.xy : r5.zw;
      r0.x = dot(r9.xyz, r9.xyz);
      r0.x = rsqrt(r0.x);
      r0.xyz = r9.xyz * r0.xxx;
      r0.x = dot(r2.xyw, r0.xyz);
      r2.xyw = r7.xyz * r1.zzz;
      r1.yzw = r4.zzz * r1.yyy + r2.xyw;
      r0.y = 1 + r1.x;
      r0.y = 0.5 * r0.y;
      r0.z = r1.x * r1.x;
      r2.xyw = float3(1,1,1) + -r1.yzw;
      r1.x = 1 + -r3.y;
      r1.x = max(9.99999975e-005, r1.x);
      r3.y = r1.x * r1.x;
      r3.y = r3.y * r3.y;
      r1.x = r3.y * r1.x;
      r1.xyz = r2.xyw * r1.xxx + r1.yzw;
      r0.y = r0.y * r0.y;
      r1.w = -r3.z * r0.y + r3.z;
      r1.w = r1.w * r3.z + r0.y;
      r1.w = sqrt(r1.w);
      r2.x = -r4.x * r0.y + r4.x;
      r0.y = r2.x * r4.x + r0.y;
      r0.y = sqrt(r0.y);
      r0.y = r3.z * r0.y;
      r0.y = r4.x * r1.w + r0.y;
      r2.y = rcp(r0.y);
      r0.y = r0.w * -0.899999976 + 1;
      r0.y = sqrt(r0.y);
      r0.w = r0.z / r0.y;
      r0.w = min(1, r0.w);
      r0.y = r0.z * r0.y;
      r0.yw = max(float2(0.00100000005,0.00100000005), r0.yw);
      r0.z = r0.x * r0.x;
      r0.x = -r0.x * r0.x + 1;
      r0.x = -r3.w * r3.w + r0.x;
      r1.w = r0.w * r0.w;
      r0.z = r0.z / r1.w;
      r1.w = r0.y * r0.y;
      r0.x = r0.x / r1.w;
      r0.x = r0.z + r0.x;
      r0.x = r3.w * r3.w + r0.x;
      r0.xy = r0.xw * r0.xy;
      r2.x = r0.x * r0.y;
      r0.xy = float2(3.14159274,0.5) * r2.xy;
      r0.x = rcp(r0.x);
      r0.yzw = r1.xyz * r0.yyy;
      r8.xyz = r0.yzw * r0.xxx;
    }
    r0.x = sqrt(r2.z);
    r0.y = cmp(r5.x >= r0.x);
    r0.y = r0.y ? 1.000000 : 0;
    r0.z = -r5.x * r5.x + r5.y;
    r0.z = max(1.00000001e-007, r0.z);
    r0.x = r0.x + -r5.x;
    r0.x = r0.x * r0.x + r0.z;
    r0.x = r0.z / r0.x;
    r0.x = -0.400000006 + r0.x;
    r0.x = saturate(1.66666663 * r0.x);
    r0.x = max(r0.y, r0.x);
    r0.y = r4.y * r3.x;
    r0.yzw = lightColor.xyz * r0.yyy;
    r1.xyz = r6.xyz * r4.www + r8.xyz;
    r0.yzw = r1.xyz * r0.yzw;
    r1.xyz = max(float3(0,0,0), r0.yzw);
    r1.w = 1;
    r0.xyzw = r1.xyzw * r0.xxxx;
    r1.x = Exposure.Load(float4(0,0,0,0)).x;
    r1.y = cmp(r1.x == 0.000000);
    r1.x = r1.y ? 0.00999999978 : r1.x;
    o0.xyz = r1.xxx * r0.xyz;
    o0.w = r0.w;
  } else {
    o0.xyzw = float4(0,0,0,0);
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
//   using 3Dmigoto v1.2.56 on Tue May 30 01:19:45 2017
//
//
// Buffer Definitions: 
//
// cbuffer _Globals
// {
//
//   float2 Params;                     // Offset:    0 Size:     8 [unused]
//   float4 VPtoRTScaleBias;            // Offset:   16 Size:    16 [unused]
//   row_major float3x3 invViewMatrix;  // Offset:   32 Size:    44
//   float3 lightColor;                 // Offset:   80 Size:    12
//   float2 lightInfo;                  // Offset:   96 Size:     8
//
// }
//
// 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 [unused]
//   float4 global_ViewInfo;            // Offset:  208 Size:    16
//   float4 global_ScaleAndBias;        // Offset:  224 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// LinearSampler_s                   sampler      NA          NA    0        1
// Exposure                          texture  float4          2d    0        1
// LinearDepth                       texture  float4          2d    1        1
// GBuffer1                          texture  float4          2d    2        1
// GBuffer2                          texture  float4          2d    3        1
// GBuffer3                          texture  float4          2d    4        1
// GBuffer4                          texture  float4          2d    5        1
// Shadow                            texture  float4        cube    6        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   xyzw        1     NONE   float   xyz 
// TexCoord                 1   xyz         2     NONE   float   xyz 
//
//
// 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[7], immediateIndexed
dcl_constantbuffer cb12[14], 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_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texturecube (float,float,float,float) t6
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 11
round_z r0.xy, v0.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyww, t4.xyzw
ld_indexable(texture2d)(float,float,float,float) r2.x, r0.xyww, t1.xyzw
mul r1.w, r1.w, l(255.000000)
round_ne r1.w, r1.w
ftou r1.w, r1.w
ubfe r1.w, l(2), l(1), r1.w
utof r1.w, r1.w
ne r2.y, r2.x, l(1.000000)
and r2.y, r2.y, l(0xbf800000)
ftoi r2.z, r1.w
ine r2.z, r2.z, l(1)
and r2.y, r2.y, r2.z
div r2.z, cb12[13].x, v1.z
mul r3.xyz, r2.zzzz, v1.xyzx
mad r4.xyz, -r3.xyzx, r2.xxxx, v2.xyzx
dp3 r5.x, cb0[2].xyzx, -r4.xyzx
dp3 r5.y, cb0[3].xyzx, -r4.xyzx
dp3 r5.z, cb0[4].xyzx, -r4.xyzx
dp3 r2.z, r5.xyzx, r5.xyzx
rsq r2.w, r2.z
mul r5.xyz, r5.xyzx, r2.wwww
sample_indexable(texturecube)(float,float,float,float) r5.xy, r5.xyzx, t6.xyzw, s0
ne r2.y, r2.y, l(0.000000)
if_nz r2.y
  dp3 r6.x, r4.xyzx, r4.xyzx
  sqrt r2.y, r6.x
  add r2.y, -r2.y, cb0[6].x
  lt r2.y, r2.y, l(0.000000)
  discard_nz r2.y
  mul r2.xyw, r2.xxxx, r3.xyxz
  ld_indexable(texture2d)(float,float,float,float) r3.xy, r0.xyww, t2.xyzw
  ld_indexable(texture2d)(float,float,float,float) r7.xyz, r0.xyww, t3.xyzw
  mad r3.xy, r3.xyxx, l(3.555400, 3.555400, 0.000000, 0.000000), l(-1.777700, -1.777700, 0.000000, 0.000000)
  mov r3.z, l(1.000000)
  dp3 r3.z, r3.xyzx, r3.xyzx
  div r3.z, l(2.000000), r3.z
  mul r8.xy, r3.xyxx, r3.zzzz
  add r8.z, r3.z, l(-1.000000)
  max r1.x, r1.x, l(0.090000)
  mul r1.y, r1.y, r1.y
  mul r1.y, r1.y, l(0.160000)
  rcp r3.x, cb0[6].x
  dp3 r3.y, -r2.xywx, -r2.xywx
  rsq r3.y, r3.y
  mul r9.xyz, -r2.xywx, r3.yyyy
  rsq r3.z, r6.x
  mul r4.xyz, r4.xyzx, r3.zzzz
  dp3 r3.z, r8.xyzx, r9.xyzx
  max r3.z, r3.z, l(0.000010)
  mad r2.xyw, -r2.xyxw, r3.yyyy, r4.xyxz
  dp3 r3.y, r2.xywx, r2.xywx
  rsq r3.y, r3.y
  mul r2.xyw, r2.xyxw, r3.yyyy
  dp3_sat r3.y, r4.xyzx, r2.xywx
  dp3_sat r3.w, r8.xyzx, r2.xywx
  dp3_sat r4.x, r8.xyzx, r4.xyzx
  mul r4.y, l(0.0795774683), cb0[6].y
  mul r3.x, r3.x, r3.x
  mul r3.x, r3.x, r6.x
  mad r6.y, -r3.x, r3.x, l(1.000000)
  max r4.zw, r6.xxxy, l(0.000000, 0.000000, 0.000100, 0.000000)
  mul r3.x, r4.w, r4.w
  rcp r4.z, r4.z
  mul r3.x, r3.x, r4.z
  mul r3.x, r3.x, r4.x
  add r4.z, -r1.z, l(1.000000)
  mul r6.xyz, r7.xyzx, r4.zzzz
  mad r4.w, r1.x, l(-0.337748349), l(1.000000)
  mul r5.z, r3.y, r3.y
  dp2 r5.z, r5.zzzz, r1.xxxx
  mad r5.z, r1.x, l(0.500000), r5.z
  add r5.z, r5.z, l(-1.000000)
  add r5.w, -r4.x, l(1.000000)
  max r5.w, r5.w, l(0.000100)
  mul r6.w, r5.w, r5.w
  mul r6.w, r6.w, r6.w
  mul r5.w, r5.w, r6.w
  mad r5.w, r5.z, r5.w, l(1.000000)
  add r6.w, -r3.z, l(1.000000)
  max r6.w, |r6.w|, l(0.000100)
  mul r7.w, r6.w, r6.w
  mul r7.w, r7.w, r7.w
  mul r6.w, r6.w, r7.w
  mad r5.z, r5.z, r6.w, l(1.000000)
  mul r5.z, r5.z, r5.w
  mul r4.w, r4.w, r5.z
  mul r4.w, r4.w, l(0.318309873)
  eq r1.w, r1.w, l(0.000000)
  if_nz r1.w
    mul r8.xyz, r1.zzzz, r7.xyzx
    mad r8.xyz, r4.zzzz, r1.yyyy, r8.xyzx
    add r1.w, r1.x, l(1.000000)
    mul r1.w, r1.w, l(0.500000)
    mul r5.z, r1.x, r1.x
    add r9.xyz, -r8.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
    add r5.w, -r3.y, l(1.000000)
    max r5.w, r5.w, l(0.000100)
    mul r6.w, r5.w, r5.w
    mul r6.w, r6.w, r6.w
    mul r5.w, r5.w, r6.w
    mad r8.xyz, r9.xyzx, r5.wwww, r8.xyzx
    mul r1.w, r1.w, r1.w
    mad r5.w, -r3.z, r1.w, r3.z
    mad r5.w, r5.w, r3.z, r1.w
    sqrt r5.w, r5.w
    mad r6.w, -r4.x, r1.w, r4.x
    mad r1.w, r6.w, r4.x, r1.w
    sqrt r1.w, r1.w
    mul r1.w, r1.w, r3.z
    mad r1.w, r4.x, r5.w, r1.w
    rcp r1.w, r1.w
    mul r1.w, r1.w, l(0.500000)
    mul r5.z, r5.z, r5.z
    mad r5.w, r3.w, r5.z, -r3.w
    mad r5.w, r5.w, r3.w, l(1.000000)
    mul r5.w, r5.w, r5.w
    mul r5.w, r5.w, l(3.14159274)
    rcp r5.w, r5.w
    mul r5.z, r5.z, r5.w
    mul r8.xyz, r1.wwww, r8.xyzx
    mul r8.xyz, r5.zzzz, r8.xyzx
  else 
    ld_indexable(texture2d)(float,float,float,float) r0.xyzw, r0.xyzw, t5.xyzw
    mul r0.yz, r0.zzyz, l(0.000000, 255.000000, 15.937500, 0.000000)
    round_ni r1.w, r0.z
    mad r9.x, r0.x, l(4080.000000), r1.w
    frc r0.x, r0.z
    mad r9.y, r0.x, l(4096.000000), r0.y
    mad r0.xy, r9.xyxx, l(0.000488519785, 0.000488519785, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
    max r0.xy, r0.xyxx, l(-1.000000, -1.000000, 0.000000, 0.000000)
    min r0.xy, r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
    add r5.zw, -|r0.yyyx|, l(0.000000, 0.000000, 1.000000, 1.000000)
    add r9.z, -|r0.y|, r5.w
    ge r0.z, r9.z, l(0.000000)
    ge r10.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
    movc r10.xy, r10.xyxx, l(1.000000,1.000000,0,0), l(-1.000000,-1.000000,0,0)
    mul r5.zw, r5.zzzw, r10.xxxy
    movc r9.xy, r0.zzzz, r0.xyxx, r5.zwzz
    dp3 r0.x, r9.xyzx, r9.xyzx
    rsq r0.x, r0.x
    mul r0.xyz, r0.xxxx, r9.xyzx
    dp3 r0.x, r2.xywx, r0.xyzx
    mul r2.xyw, r1.zzzz, r7.xyxz
    mad r1.yzw, r4.zzzz, r1.yyyy, r2.xxyw
    add r0.y, r1.x, l(1.000000)
    mul r0.y, r0.y, l(0.500000)
    mul r0.z, r1.x, r1.x
    add r2.xyw, -r1.yzyw, l(1.000000, 1.000000, 0.000000, 1.000000)
    add r1.x, -r3.y, l(1.000000)
    max r1.x, r1.x, l(0.000100)
    mul r3.y, r1.x, r1.x
    mul r3.y, r3.y, r3.y
    mul r1.x, r1.x, r3.y
    mad r1.xyz, r2.xywx, r1.xxxx, r1.yzwy
    mul r0.y, r0.y, r0.y
    mad r1.w, -r3.z, r0.y, r3.z
    mad r1.w, r1.w, r3.z, r0.y
    sqrt r1.w, r1.w
    mad r2.x, -r4.x, r0.y, r4.x
    mad r0.y, r2.x, r4.x, r0.y
    sqrt r0.y, r0.y
    mul r0.y, r0.y, r3.z
    mad r0.y, r4.x, r1.w, r0.y
    rcp r2.y, r0.y
    mad r0.y, r0.w, l(-0.900000), l(1.000000)
    sqrt r0.y, r0.y
    div r0.w, r0.z, r0.y
    min r0.w, r0.w, l(1.000000)
    mul r0.y, r0.y, r0.z
    max r0.yw, r0.yyyw, l(0.000000, 0.001000, 0.000000, 0.001000)
    mul r0.z, r0.x, r0.x
    mad r0.x, -r0.x, r0.x, l(1.000000)
    mad r0.x, -r3.w, r3.w, r0.x
    mul r1.w, r0.w, r0.w
    div r0.z, r0.z, r1.w
    mul r1.w, r0.y, r0.y
    div r0.x, r0.x, r1.w
    add r0.x, r0.x, r0.z
    mad r0.x, r3.w, r3.w, r0.x
    mul r0.xy, r0.xyxx, r0.xwxx
    mul r2.x, r0.y, r0.x
    mul r0.xy, r2.xyxx, l(3.14159274, 0.500000, 0.000000, 0.000000)
    rcp r0.x, r0.x
    mul r0.yzw, r0.yyyy, r1.xxyz
    mul r8.xyz, r0.xxxx, r0.yzwy
  endif 
  sqrt r0.x, r2.z
  ge r0.y, r5.x, r0.x
  and r0.y, r0.y, l(0x3f800000)
  mad r0.z, -r5.x, r5.x, r5.y
  max r0.z, r0.z, l(1.000000012E-007)
  add r0.x, -r5.x, r0.x
  mad r0.x, r0.x, r0.x, r0.z
  div r0.x, r0.z, r0.x
  add r0.x, r0.x, l(-0.400000)
  mul_sat r0.x, r0.x, l(1.66666663)
  max r0.x, r0.x, r0.y
  mul r0.y, r3.x, r4.y
  mul r0.yzw, r0.yyyy, cb0[5].xxyz
  mad r1.xyz, r6.xyzx, r4.wwww, r8.xyzx
  mul r0.yzw, r0.yyzw, r1.xxyz
  max r1.xyz, r0.yzwy, l(0.000000, 0.000000, 0.000000, 0.000000)
  mov r1.w, l(1.000000)
  mul r0.xyzw, r0.xxxx, r1.xyzw
  ld_indexable(texture2d)(float,float,float,float) r1.x, l(0, 0, 0, 0), t0.xyzw
  eq r1.y, r1.x, l(0.000000)
  movc r1.x, r1.y, l(0.010000), r1.x
  mul o0.xyz, r0.xyzx, r1.xxxx
  mov o0.w, r0.w
else 
  mov o0.xyzw, l(0,0,0,0)
endif 
ret 
// Approximately 216 instruction slots used

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