//shadows 1 - low -- FIXED



//NEW
cbuffer PER_FRAME : register(b13)
{
  float4 g_VS_ScreenSize : packoffset(c7);
  float4 g_VS_NearFarClipDist : packoffset(c9);
}



cbuffer PER_BATCH : register(b0)
{
  float4 vBasisMagnitudes : packoffset(c0);
  float4 vWBasisY : packoffset(c1);
  row_major float4x4 BlendTexGen : packoffset(c2);
  float4 vAdaption : packoffset(c6);
  float4 vWBasisX : packoffset(c7);
  float4 BlendInfo : packoffset(c8);
  float4 irreg_kernel_2d[8] : packoffset(c9);
  float4 PS_NearFarClipDist : packoffset(c17);
  float4 fShadowFadingDist : packoffset(c18);
  float4 PS_ScreenSize : packoffset(c19);
  float4 vCamPos : packoffset(c20);
  float4 fOneDivFarDist : packoffset(c21);
  float4 vWBasisZ : packoffset(c22);
  float4 fDepthTestBias : packoffset(c23);
  float4 BlendTcNormalize : packoffset(c24);
  float4 vInvShadowMapSize : packoffset(c25);
  float4 fKernelRadius : packoffset(c26);
}

SamplerState sRotSampler_s : register(s1);
SamplerComparisonState SAMPLER_STATE_depthMapSampler_s : register(s0);
Texture2D<float4> sRotSampler : register(t0);
Texture2D<float4> sceneDepthTexture : register(t1);
Texture2D<float4> sceneGBufferA : register(t2);
Texture2D<float4> depthMapSampler0 : register(t3);
Texture2D<float4> sceneGBufferC : 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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;




  r0.xy = PS_ScreenSize.xy * v2.xy;
  r0.xy = (int2)r0.xy;
  r0.zw = float2(0,0);
  r1.x = sceneDepthTexture.Load(r0.xyw).x;

  //Fix
  float4 stereo = StereoParams.Load(0);
  float depth = r1.x * g_VS_NearFarClipDist.y;
  v0.x -= stereo.x * (depth - stereo.y) / depth * g_VS_ScreenSize.x / 2;

  r1.yzw = vBasisMagnitudes.xyz * r1.xxx;
  r1.yz = v0.xy * r1.yz;
  r2.xyzw = vWBasisX.xyzw * r1.yyyy;
  r2.xyzw = vWBasisZ.xyzw * r1.wwww + r2.xyzw;
  r2.xyzw = vWBasisY.xyzw * r1.zzzz + r2.xyzw;
  r2.xyzw = vCamPos.xyzw + r2.xyzw;
  r1.yz = r2.xy / r2.ww;
  r1.w = r2.z * fOneDivFarDist.x + -fDepthTestBias.x;
  r2.xyz = fKernelRadius.yxx * vInvShadowMapSize.xxx;
  r2.w = 15 * fKernelRadius.y;
  r3.xy = v1.zw * r1.xx + v1.xy;
  r3.xy = r3.xy * r2.ww;
  r3.xy = sRotSampler.Sample(sRotSampler_s, r3.xy).xy;
  r2.xyz = r3.yxx * r2.xyz;
  r2.w = -r2.x;
  r3.xyzw = irreg_kernel_2d[0].yyzz * r2.xzzw;
  r3.xyzw = r2.zwxz * irreg_kernel_2d[0].xxww + r3.xyzw;
  r3.xyzw = r3.xyzw + r1.yzyz;
  r4.x = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r3.xy, r1.w).x;
  r4.y = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r3.zw, r1.w).x;
  r3.xyzw = irreg_kernel_2d[1].yyzz * r2.xzzw;
  r3.xyzw = r2.zwxz * irreg_kernel_2d[1].xxww + r3.xyzw;
  r3.xyzw = r3.xyzw + r1.yzyz;
  r4.z = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r3.xy, r1.w).x;
  r4.w = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r3.zw, r1.w).x;
  r3.x = dot(r4.xyzw, float4(0.125,0.125,0.125,0.125));
  r4.xyzw = irreg_kernel_2d[2].yyzz * r2.xzzw;
  r4.xyzw = r2.zwxz * irreg_kernel_2d[2].xxww + r4.xyzw;
  r4.xyzw = r4.xyzw + r1.yzyz;
  r5.x = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r4.xy, r1.w).x;
  r5.y = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r4.zw, r1.w).x;
  r4.xyzw = irreg_kernel_2d[3].yyzz * r2.xyzw;
  r2.xyzw = r2.zwxz * irreg_kernel_2d[3].xxww + r4.xyzw;
  r2.xyzw = r2.xyzw + r1.yzyz;
  r1.yz = float2(-0.5,-0.5) + r1.yz;
  r1.yz = abs(r1.yz) + abs(r1.yz);
  r1.y = max(r1.y, r1.z);
  r1.y = r1.y * r1.y;
  r1.y = r1.y * r1.y;
  r1.y = r1.y * r1.y;
  r1.y = saturate(-fShadowFadingDist.x * r1.y + 1);
  r5.z = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r2.xy, r1.w).x;
  r5.w = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r2.zw, r1.w).x;
  r1.z = dot(r5.xyzw, float4(0.125,0.125,0.125,0.125));
  r1.z = r3.x + r1.z;
  r1.z = r1.z * r1.z;
  r1.w = sceneGBufferA.Load(r0.xyw).w;
  r0.x = sceneGBufferC.Load(r0.xyz).z;
  r0.x = saturate(r0.x * 2.00787401 + -1);
  r0.y = 3.99609375 * r1.w;
  r0.y = floor(r0.y);
  r0.y = cmp(r0.y == 2.000000);
  r0.x = r0.y ? r0.x : 0;
  r0.x = 1 + -r0.x;
  r0.x = -r1.z * r0.x + 1;
  r0.x = r0.x * r1.y;
  r2.xy = v0.xy;
  r2.z = 1;
  r0.yzw = r2.xyz * r1.xxx;
  r1.xyzw = BlendTexGen._m10_m11_m12_m13 * r0.zzzz;
  r1.xyzw = r0.yyyy * BlendTexGen._m00_m01_m02_m03 + r1.xyzw;
  r1.xyzw = r0.wwww * BlendTexGen._m20_m21_m22_m23 + r1.xyzw;
  r1.xyzw = BlendTexGen._m30_m31_m32_m33 + r1.xyzw;
  r0.yz = r1.xy / r1.ww;
  r0.w = r1.z * fOneDivFarDist.x + -0.975000024;
  r0.w = 40.0000381 * r0.w;
  r0.yz = r0.yz * float2(2,2) + float2(-1,-1);
  r0.yz = min(float2(1,1), abs(r0.yz));
  r0.yz = -BlendInfo.zz + r0.yz;
  r0.yz = BlendInfo.ww * r0.yz;
  r0.y = max(r0.y, r0.z);
  r0.y = saturate(max(r0.y, r0.w));
  r0.y = r0.x * r0.y;
  r0.z = cmp(BlendTexGen._m33 != 0.000000);
  o0.xyzw = r0.zzzz ? r0.yyyy : r0.xxxx;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.10 on Tue May 01 12:51:16 2018
//
//
// Note: shader requires additional functionality:
//       Early depth-stencil
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 vBasisMagnitudes;           // Offset:    0 Size:    16
//   float4 vWBasisY;                   // Offset:   16 Size:    16
//   row_major float4x4 BlendTexGen;    // Offset:   32 Size:    64
//   float4 vAdaption;                  // Offset:   96 Size:    16 [unused]
//   float4 vWBasisX;                   // Offset:  112 Size:    16
//   float4 BlendInfo;                  // Offset:  128 Size:    16
//   float4 irreg_kernel_2d[8];         // Offset:  144 Size:   128
//   float4 PS_NearFarClipDist;         // Offset:  272 Size:    16 [unused]
//   float4 fShadowFadingDist;          // Offset:  288 Size:    16
//   float4 PS_ScreenSize;              // Offset:  304 Size:    16
//   float4 vCamPos;                    // Offset:  320 Size:    16
//   float4 fOneDivFarDist;             // Offset:  336 Size:    16
//   float4 vWBasisZ;                   // Offset:  352 Size:    16
//   float4 fDepthTestBias;             // Offset:  368 Size:    16
//   float4 BlendTcNormalize;           // Offset:  384 Size:    16 [unused]
//   float4 vInvShadowMapSize;          // Offset:  400 Size:    16
//   float4 fKernelRadius;              // Offset:  416 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SAMPLER_STATE_depthMapSampler   sampler_c      NA          NA    0        1
// sRotSampler                       sampler      NA          NA    1        1
// sRotSampler                       texture  float4          2d    0        1
// sceneDepthTexture                 texture  float4          2d    1        1
// sceneGBufferA                     texture  float4          2d    2        1
// depthMapSampler0                  texture  float4          2d    3        1
// sceneGBufferC                     texture  float4          2d    4        1
// PER_BATCH                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xy
//
//
// 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[27], immediateIndexed
dcl_sampler s0, mode_comparison
dcl_sampler s1, 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_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 6
mul r0.xy, v2.xyxx, cb0[19].xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.x, r0.xyww, t1.xyzw
mul r1.yzw, r1.xxxx, cb0[0].xxyz
mul r1.yz, r1.yyzy, v0.xxyx
mul r2.xyzw, r1.yyyy, cb0[7].xyzw
mad r2.xyzw, cb0[22].xyzw, r1.wwww, r2.xyzw
mad r2.xyzw, cb0[1].xyzw, r1.zzzz, r2.xyzw
add r2.xyzw, r2.xyzw, cb0[20].xyzw
div r1.yz, r2.xxyx, r2.wwww
mad r1.w, r2.z, cb0[21].x, -cb0[23].x
mul r2.xyz, cb0[25].xxxx, cb0[26].yxxy
mul r2.w, cb0[26].y, l(15.000000)
mad r3.xy, v1.zwzz, r1.xxxx, v1.xyxx
mul r3.xy, r2.wwww, r3.xyxx
sample_indexable(texture2d)(float,float,float,float) r3.xy, r3.xyxx, t0.xyzw, s1
mul r2.xyz, r2.xyzx, r3.yxxy
mov r2.w, -r2.x
mul r3.xyzw, r2.xzzw, cb0[9].yyzz
mad r3.xyzw, r2.zwxz, cb0[9].xxww, r3.xyzw
add r3.xyzw, r1.yzyz, r3.xyzw
sample_c_lz_indexable(texture2d)(float,float,float,float) r4.x, r3.xyxx, t3.xxxx, s0, r1.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r4.y, r3.zwzz, t3.xxxx, s0, r1.w
mul r3.xyzw, r2.xzzw, cb0[10].yyzz
mad r3.xyzw, r2.zwxz, cb0[10].xxww, r3.xyzw
add r3.xyzw, r1.yzyz, r3.xyzw
sample_c_lz_indexable(texture2d)(float,float,float,float) r4.z, r3.xyxx, t3.xxxx, s0, r1.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r3.zwzz, t3.xxxx, s0, r1.w
dp4 r3.x, r4.xyzw, l(0.125000, 0.125000, 0.125000, 0.125000)
mul r4.xyzw, r2.xzzw, cb0[11].yyzz
mad r4.xyzw, r2.zwxz, cb0[11].xxww, r4.xyzw
add r4.xyzw, r1.yzyz, r4.xyzw
sample_c_lz_indexable(texture2d)(float,float,float,float) r5.x, r4.xyxx, t3.xxxx, s0, r1.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r5.y, r4.zwzz, t3.xxxx, s0, r1.w
mul r4.xyzw, r2.xyzw, cb0[12].yyzz
mad r2.xyzw, r2.zwxz, cb0[12].xxww, r4.xyzw
add r2.xyzw, r1.yzyz, r2.xyzw
add r1.yz, r1.yyzy, l(0.000000, -0.500000, -0.500000, 0.000000)
add r1.yz, |r1.yyzy|, |r1.yyzy|
max r1.y, r1.z, r1.y
mul r1.y, r1.y, r1.y
mul r1.y, r1.y, r1.y
mul r1.y, r1.y, r1.y
mad_sat r1.y, -cb0[18].x, r1.y, l(1.000000)
sample_c_lz_indexable(texture2d)(float,float,float,float) r5.z, r2.xyxx, t3.xxxx, s0, r1.w
sample_c_lz_indexable(texture2d)(float,float,float,float) r5.w, r2.zwzz, t3.xxxx, s0, r1.w
dp4 r1.z, r5.xyzw, l(0.125000, 0.125000, 0.125000, 0.125000)
add r1.z, r1.z, r3.x
mul r1.z, r1.z, r1.z
ld_indexable(texture2d)(float,float,float,float) r1.w, r0.xyww, t2.xyzw
ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t4.zxyw
mad_sat r0.x, r0.x, l(2.007874), l(-1.000000)
mul r0.y, r1.w, l(3.99609375)
round_ni r0.y, r0.y
eq r0.y, r0.y, l(2.000000)
and r0.x, r0.x, r0.y
add r0.x, -r0.x, l(1.000000)
mad r0.x, -r1.z, r0.x, l(1.000000)
mul r0.x, r1.y, r0.x
mov r2.xy, v0.xyxx
mov r2.z, l(1.000000)
mul r0.yzw, r1.xxxx, r2.xxyz
mul r1.xyzw, r0.zzzz, cb0[3].xyzw
mad r1.xyzw, r0.yyyy, cb0[2].xyzw, r1.xyzw
mad r1.xyzw, r0.wwww, cb0[4].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[5].xyzw
div r0.yz, r1.xxyx, r1.wwww
mad r0.w, r1.z, cb0[21].x, l(-0.975000)
mul r0.w, r0.w, l(40.000038)
mad r0.yz, r0.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
min r0.yz, |r0.yyzy|, l(0.000000, 1.000000, 1.000000, 0.000000)
add r0.yz, r0.yyzy, -cb0[8].zzzz
mul r0.yz, r0.yyzy, cb0[8].wwww
max r0.y, r0.z, r0.y
max_sat r0.y, r0.w, r0.y
mul r0.y, r0.y, r0.x
ne r0.z, cb0[5].w, l(0.000000)
movc o0.xyzw, r0.zzzz, r0.yyyy, r0.xxxx
ret
// Approximately 80 instruction slots used

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