// ---- Created with 3Dmigoto v1.3.6 on Sat Mar 31 10:00:50 2018

cbuffer PER_BATCH : register(b0)
{
  float4 g_invGridSize : packoffset(c0);
  float4 GlowParams : packoffset(c1);
  float4 vfSamplingParams : packoffset(c2);
  float4 g_gridCenter : packoffset(c3);
  float4 PS_NearFarClipDist : packoffset(c4);
  float4 vfHeightDensityParams : packoffset(c5);
  float4 g_vGIAttenuation : packoffset(c6);
  float4 PS_ScreenSize : packoffset(c7);
  float4 vfDistanceParams : packoffset(c8);
  row_major float4x4 g_gridMatrix : packoffset(c9);
  float4 g_gridSize : packoffset(c13);
}

cbuffer PER_INSTANCE : register(b1)
{
  float4 Ambient : packoffset(c0);
  float4 ParticleParams3 : packoffset(c1);
}

cbuffer PER_FRAME : register(b2)
{
  float4 g_PS_SunLightDir : packoffset(c2);
}

SamplerState TrilinearClampSamplerState_s : register(s0);
SamplerState sceneDepthSampler_s : register(s1);
SamplerState diffuseSampler_s : register(s2);
SamplerState environmentCMSampler_s : register(s3);
SamplerState environmentCM1Sampler_s : register(s4);
Texture2D<float4> diffuseSampler : register(t0);
TextureCube<float4> environmentCMSampler : register(t1);
TextureCube<float4> environmentCM1Sampler : register(t2);
Texture2D<float4> sceneDepthSampler : register(t3);
Texture3D<float4> VolumetricFogTexture : register(t4);


// 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,
  float4 v5 : TEXCOORD4,
  float4 v6 : TEXCOORD5,
  float4 v7 : TEXCOORD6,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = diffuseSampler.Sample(diffuseSampler_s, v1.xy).xyzw;
  r0.w = -v2.y + r0.w;
  r1.x = cmp(0.00999999978 >= r0.w);
  if (r1.x != 0) discard;
  r1.xy = PS_ScreenSize.zw * v0.xy;
  r1.z = v0.w;
  r2.xyz = float3(2,2,1) * r1.xyz;
  r0.w = min(v2.z, r0.w);
  r0.w = saturate(v2.x * r0.w);
  r1.z = dot(v4.xyz, v4.xyz);
  r1.z = rsqrt(r1.z);
  r3.xyz = v4.xyz * r1.zzz;
  r1.z = dot(v7.xyz, r3.xyz);
  r1.z = v7.w + r1.z;
  r1.z = max(0, r1.z);
  r4.xyz = v6.xyz * r1.zzz + v5.xyz;
  r5.xyz = environmentCMSampler.SampleLevel(environmentCMSampler_s, r3.xyz, 6).xyz;
  r3.xyz = environmentCM1Sampler.SampleLevel(environmentCM1Sampler_s, r3.xyz, 6).xyz;
  r3.xyz = r3.xyz + -r5.xyz;
  r3.xyz = ParticleParams3.www * r3.xyz + r5.xyz;
  r3.xyz = ParticleParams3.xyz * r3.xyz;
  r3.xyz = r3.xyz * Ambient.www + r4.xyz;
  r4.xyz = r0.www * r0.xyz;
  r4.xyz = GlowParams.xyz * r4.xyz;
  r0.xyz = r3.xyz * r0.xyz + r4.xyz;
  r0.xyz = r0.xyz * r0.www;
  r1.z = sceneDepthSampler.Sample(sceneDepthSampler_s, r2.xy).x;
  r1.z = r1.z * PS_NearFarClipDist.y + -r2.z;
  r1.z = min(r1.z, r2.z);
  r1.z = max(0, r1.z);
  r1.z = -r1.z * r1.z;
  r1.z = v2.w * r1.z;
  r1.z = 1.44269502 * r1.z;
  r1.z = exp2(r1.z);
  r1.z = 1 + -r1.z;
  o0.w = r1.z * r0.w;
  r0.xyz = r1.zzz * r0.xyz;
  r1.xy = r1.xy * float2(4,4) + float2(-1,-1);
  r1.zw = vfDistanceParams.zx + -vfDistanceParams.wy;
  r1.xz = abs(r1.xx) * r1.zw + vfDistanceParams.wy;
  r0.w = r1.z + -r1.x;
  r0.w = abs(r1.y) * r0.w + r1.x;
  r0.w = min(v0.w, r0.w);
  r0.w = -vfSamplingParams.x + r0.w;
  r0.w = vfSamplingParams.y * r0.w;
  r0.w = rsqrt(r0.w);
  r0.w = 1 / r0.w;
  r1.x = 0.5 + -r0.w;
  r2.w = r1.x * vfSamplingParams.w + r0.w;
  r0.w = VolumetricFogTexture.SampleLevel(TrilinearClampSamplerState_s, r2.xyw, 0).w;
  r0.w = v3.w * r0.w;
  r0.w = max(vfHeightDensityParams.w, r0.w);
  r0.xyz = r0.xyz * r0.www;
  o0.xyz = g_PS_SunLightDir.www * r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.6 on Sat Mar 31 10:00:50 2018
//
//
// Note: shader requires additional functionality:
//       Early depth-stencil
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 g_invGridSize;              // Offset:    0 Size:    16 [unused]
//   float4 GlowParams;                 // Offset:   16 Size:    16
//   float4 vfSamplingParams;           // Offset:   32 Size:    16
//   float4 g_gridCenter;               // Offset:   48 Size:    16 [unused]
//   float4 PS_NearFarClipDist;         // Offset:   64 Size:    16
//   float4 vfHeightDensityParams;      // Offset:   80 Size:    16
//   float4 g_vGIAttenuation;           // Offset:   96 Size:    16 [unused]
//   float4 PS_ScreenSize;              // Offset:  112 Size:    16
//   float4 vfDistanceParams;           // Offset:  128 Size:    16
//   row_major float4x4 g_gridMatrix;   // Offset:  144 Size:    64 [unused]
//   float4 g_gridSize;                 // Offset:  208 Size:    16 [unused]
//
// }
//
// cbuffer PER_INSTANCE
// {
//
//   float4 Ambient;                    // Offset:    0 Size:    16
//   float4 ParticleParams3;            // Offset:   16 Size:    16
//
// }
//
// cbuffer PER_FRAME
// {
//
//   float4 g_PS_SunLightDir;           // Offset:   32 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TrilinearClampSamplerState        sampler      NA          NA    0        1
// sceneDepthSampler                 sampler      NA          NA    1        1
// diffuseSampler                    sampler      NA          NA    2        1
// environmentCMSampler              sampler      NA          NA    3        1
// environmentCM1Sampler             sampler      NA          NA    4        1
// diffuseSampler                    texture  float4          2d    0        1
// environmentCMSampler              texture  float4        cube    1        1
// environmentCM1Sampler             texture  float4        cube    2        1
// sceneDepthSampler                 texture  float4          2d    3        1
// VolumetricFogTexture              texture  float4          3d    4        1
// PER_BATCH                         cbuffer      NA          NA    0        1
// PER_INSTANCE                      cbuffer      NA          NA    1        1
// PER_FRAME                         cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy w
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float      w
// TEXCOORD                 3   xyzw        4     NONE   float   xyz
// TEXCOORD                 4   xyzw        5     NONE   float   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   xyz
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed | forceEarlyDepthStencil
dcl_constantbuffer cb0[9], immediateIndexed
dcl_constantbuffer cb1[2], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texturecube (float,float,float,float) t1
dcl_resource_texturecube (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture3d (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.w
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyzw
dcl_output o0.xyzw
dcl_temps 6
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t0.xyzw, s2
add r0.w, r0.w, -v2.y
ge r1.x, l(0.010000), r0.w
discard_nz r1.x
mul r1.xy, v0.xyxx, cb0[7].zwzz
mov r1.z, v0.w
mul r2.xyz, r1.xyzx, l(2.000000, 2.000000, 1.000000, 0.000000)
min r0.w, r0.w, v2.z
mul_sat r0.w, r0.w, v2.x
dp3 r1.z, v4.xyzx, v4.xyzx
rsq r1.z, r1.z
mul r3.xyz, r1.zzzz, v4.xyzx
dp3 r1.z, v7.xyzx, r3.xyzx
add r1.z, r1.z, v7.w
max r1.z, r1.z, l(0.000000)
mad r4.xyz, v6.xyzx, r1.zzzz, v5.xyzx
sample_l_indexable(texturecube)(float,float,float,float) r5.xyz, r3.xyzx, t1.xyzw, s3, l(6.000000)
sample_l_indexable(texturecube)(float,float,float,float) r3.xyz, r3.xyzx, t2.xyzw, s4, l(6.000000)
add r3.xyz, -r5.xyzx, r3.xyzx
mad r3.xyz, cb1[1].wwww, r3.xyzx, r5.xyzx
mul r3.xyz, r3.xyzx, cb1[1].xyzx
mad r3.xyz, r3.xyzx, cb1[0].wwww, r4.xyzx
mul r4.xyz, r0.xyzx, r0.wwww
mul r4.xyz, r4.xyzx, cb0[1].xyzx
mad r0.xyz, r3.xyzx, r0.xyzx, r4.xyzx
mul r0.xyz, r0.wwww, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.z, r2.xyxx, t3.yzxw, s1
mad r1.z, r1.z, cb0[4].y, -r2.z
min r1.z, r2.z, r1.z
max r1.z, r1.z, l(0.000000)
mul r1.z, r1.z, -r1.z
mul r1.z, r1.z, v2.w
mul r1.z, r1.z, l(1.442695)
exp r1.z, r1.z
add r1.z, -r1.z, l(1.000000)
mul o0.w, r0.w, r1.z
mul r0.xyz, r0.xyzx, r1.zzzz
mad r1.xy, r1.xyxx, l(4.000000, 4.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
add r1.zw, -cb0[8].wwwy, cb0[8].zzzx
mad r1.xz, |r1.xxxx|, r1.zzwz, cb0[8].wwyw
add r0.w, -r1.x, r1.z
mad r0.w, |r1.y|, r0.w, r1.x
min r0.w, r0.w, v0.w
add r0.w, r0.w, -cb0[2].x
mul r0.w, r0.w, cb0[2].y
rsq r0.w, r0.w
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
add r1.x, -r0.w, l(0.500000)
mad r2.w, r1.x, cb0[2].w, r0.w
sample_l_indexable(texture3d)(float,float,float,float) r0.w, r2.xywx, t4.xyzw, s0, l(0.000000)
mul r0.w, r0.w, v3.w
max r0.w, r0.w, cb0[5].w
mul r0.xyz, r0.wwww, r0.xyzx
mul o0.xyz, r0.xyzx, cb2[2].wwww
ret
// Approximately 55 instruction slots used

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