// fare away lgihtening one eye issue --- FIXED

//NEW
cbuffer PER_FRAME : register(b13)
{
  row_major float4x4 g_VS_ViewProjMatr : packoffset(c0);
  float4 g_VS_ScreenSize : packoffset(c7);
  float4 g_VS_NearFarClipDist : packoffset(c9);
}

cbuffer PER_BATCH : register(b0)
{
  float4 CloudShadowParams : packoffset(c0);
  float4 PS_NearFarClipDist : packoffset(c1);
  float4 g_vViewPos : packoffset(c2);
  float4 PS_ScreenSize : packoffset(c3);
  float4 CloudShadowAnimParams : packoffset(c4);
}

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

SamplerState cloudShadowMap_s : register(s0);
Texture2D<float4> cloudShadowMap : register(t0);
Texture2D<float4> sceneDepthTexture : register(t1);


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

void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float3 v3 : TEXCOORD4,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = PS_ScreenSize.xy * v2.xy;
  r0.xy = (int2)r0.xy;
  r0.zw = float2(0,0);
  r0.x = sceneDepthTexture.Load(r0.xyz).x;
  
  //Fix
  float4 stereo = StereoParams.Load(0);
  matrix vp = g_VS_ViewProjMatr;
  matrix ivp = inverse(vp);
  float4 tmp = mul(vp, v3 * r0.x);
  tmp.x -= stereo.x * (tmp.w - stereo.y);
  v3 = mul(ivp, tmp) / r0.x;
  
  
  r0.xyz = v3.xyz * r0.xxx + g_vViewPos.xyz;
  r0.z = -r0.z / g_PS_SunLightDir.z;
  r0.xy = r0.zz * g_PS_SunLightDir.xy + r0.xy;
  r0.xy = r0.xy * CloudShadowAnimParams.xy + -CloudShadowAnimParams.zw;
  r0.x = cloudShadowMap.SampleLevel(cloudShadowMap_s, r0.xy, 0).x;
  r0.x = saturate(CloudShadowParams.w * r0.x);
  r0.x = -CloudShadowParams.x + r0.x;
  r0.x = saturate(3.33333325 * r0.x);
  r0.y = r0.x * -2 + 3;
  r0.x = r0.x * r0.x;
  r0.z = 0.150000006 + CloudShadowParams.x;
  r0.x = r0.y * r0.x + -r0.z;
  r0.x = g_PS_SunLightDir.z * r0.x + r0.z;
  r0.y = 1 + -r0.x;
  r0.z = cmp(0 < CloudShadowParams.z);
  r0.x = r0.z ? r0.y : r0.x;
  o0.xyzw = float4(1,1,1,1) + -r0.xxxx;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//
// Buffer Definitions: 
//
// cbuffer PER_BATCH
// {
//
//   float4 CloudShadowParams;          // Offset:    0 Size:    16
//   float4 PS_NearFarClipDist;         // Offset:   16 Size:    16 [unused]
//   float4 g_vViewPos;                 // Offset:   32 Size:    16
//   float4 PS_ScreenSize;              // Offset:   48 Size:    16
//   float4 CloudShadowAnimParams;      // Offset:   64 Size:    16
//
// }
//
// cbuffer PER_FRAME
// {
//
//   float4 g_PS_SunLightDir;           // Offset:   32 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cloudShadowMap                    sampler      NA          NA    0        1
// cloudShadowMap                    texture  float4          2d    0        1
// sceneDepthTexture                 texture  float4          2d    1        1
// PER_BATCH                         cbuffer      NA          NA    0        1
// PER_FRAME                         cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyzw        1     NONE   float       
// TEXCOORD                 1   xyzw        2     NONE   float   xy  
// TEXCOORD                 4   xyz         3     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[5], immediateIndexed
dcl_constantbuffer cb2[3], 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 linear v2.xy
dcl_input_ps linear v3.xyz
dcl_output o0.xyzw
dcl_temps 1
mul r0.xy, v2.xyxx, cb0[3].xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t1.xyzw
mad r0.xyz, v3.xyzx, r0.xxxx, cb0[2].xyzx
div r0.z, -r0.z, cb2[2].z
mad r0.xy, r0.zzzz, cb2[2].xyxx, r0.xyxx
mad r0.xy, r0.xyxx, cb0[4].xyxx, -cb0[4].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0, l(0.000000)
mul_sat r0.x, r0.x, cb0[0].w
add r0.x, r0.x, -cb0[0].x
mul_sat r0.x, r0.x, l(3.333333)
mad r0.y, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
add r0.z, cb0[0].x, l(0.150000)
mad r0.x, r0.y, r0.x, -r0.z
mad r0.x, cb2[2].z, r0.x, r0.z
add r0.y, -r0.x, l(1.000000)
lt r0.z, l(0.000000), cb0[0].z
movc r0.x, r0.z, r0.y, r0.x
add o0.xyzw, -r0.xxxx, l(1.000000, 1.000000, 1.000000, 1.000000)
ret 
// Approximately 22 instruction slots used

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