//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.2.69 on Wed Feb 14 08:38:38 2018
//
//
// Note: shader requires additional functionality:
//       Early depth-stencil
//
//
// Buffer Definitions: 
//
// cbuffer PER_BATCH
// {
//
//   float4 g_WorldViewPos;             // Offset:    0 Size:    16
//   row_major float4x4 g_mLightProj;   // Offset:   16 Size:    64
//   float4 g_GeneralParams;            // Offset:   80 Size:    16
//   float4 g_ScreenScale;              // Offset:   96 Size:    16
//   float4 vWBasisX;                   // Offset:  112 Size:    16
//   float4 vWBasisY;                   // Offset:  128 Size:    16
//   float4 vWBasisZ;                   // Offset:  144 Size:    16
//   row_major float4x4 g_mDecalTS;     // Offset:  160 Size:    64
//   float4 g_DecalDiffuse;             // Offset:  224 Size:    16
//   float4 g_TextureRect[2];           // Offset:  240 Size:    32
//   float4 PS_NearFarClipDist;         // Offset:  272 Size:    16 [unused]
//   float4 g_DecalSpecular;            // Offset:  288 Size:    16
//   float4 g_DecalMipLevels;           // Offset:  304 Size:    16
//   float4 PS_ScreenSize;              // Offset:  320 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _tex0                             sampler      NA          NA    0        1
// normalsSampler2D                  sampler      NA          NA    1        1
// _tex2                             sampler      NA          NA    2        1
// _tex3                             sampler      NA          NA    3        1
// _tex4                             sampler      NA          NA    4        1
// _tex6                             sampler      NA          NA    6        1
// _tex0                             texture  float4          2d    0        1
// normalsSampler2D                  texture  float4          2d    1        1
// _tex2                             texture  float4          2d    2        1
// _tex3                             texture  float4          2d    3        1
// _tex4                             texture  float4          2d    4        1
// _tex6                             texture  float4          2d    6        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  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
// SV_Target                2   xyzw        2   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed | forceEarlyDepthStencil
dcl_constantbuffer cb0[20], 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_sampler s6, 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) t6
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 8
dcl_constantbuffer cb11[4], immediateIndexed
dcl_constantbuffer cb13[4], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t125
mad r0.xyz, cb0[7].xyzx, v0.xxxx, cb0[9].xyzx
mad r0.xyz, cb0[8].xyzx, v0.yyyy, r0.xyzx
mad r1.xy, v0.xyxx, cb0[6].xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t0.yzwx, s0
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t6.xyzw, s6, l(0.000000)
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r2.xyz, r0.xyzx, r0.wwww, cb0[0].xyzx
mul r0.xyz, r0.wwww, r0.xyzx
mov r2.w, l(1.000000)

ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw


dp4 r7.x, cb11[0].xyzw, r2.xyzw
dp4 r7.y, cb11[1].xyzw, r2.xyzw
dp4 r7.z, cb11[2].xyzw, r2.xyzw
dp4 r7.w, cb11[3].xyzw, r2.xyzw

add r6.w, r7.w, -r6.y
mad r7.x, -r6.w, r6.x, r7.x

dp4 r2.x, cb13[0].xyzw, r7.xyzw
dp4 r2.y, cb13[1].xyzw, r7.xyzw
dp4 r2.z, cb13[2].xyzw, r7.xyzw
dp4 r2.w, cb13[3].xyzw, r7.xyzw


dp4 r3.x, cb0[1].xyzw, r2.xyzw
dp4 r3.y, cb0[2].xyzw, r2.xyzw
dp4 r3.z, cb0[3].xyzw, r2.xyzw
dp4 r0.w, cb0[4].xyzw, r2.xyzw
div r2.xyz, r3.xyzx, r0.wwww
mad r3.xyzw, r2.xxyy, l(-1.00000, 1.000000, 1.000000, -1.000000), l(1.000000, 0.00000, 0.000000, 1.0000000)
lt r4.xyzw, r3.yzxw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r2.xy, r4.zwzz, r4.xyxx
or r0.w, r2.y, r2.x
discard_nz r0.w
lt r2.xy, r2.zzzz, l(0.000000, 0.200000, 0.000000, 0.000000)
add r0.w, r2.z, l(-0.200000)
discard_nz r2.x
movc r1.w, r2.y, l(5.000000), l(1.200000)
mul r0.w, r0.w, r1.w
mad r0.w, -r0.w, r0.w, l(1.000000)
dp3 r1.w, r0.xyzx, r0.xyzx
rsq r2.x, r1.w
sqrt r1.w, r1.w
mul r2.yzw, r1.wwww, cb0[19].xxyz
mul r0.xyz, r0.xyzx, r2.xxxx
dp3_sat r0.x, cb0[12].xyzx, -r0.xyzx
div r2.xyz, r2.yzwy, r0.xxxx
add r0.x, -r0.x, l(1.500000)
log r2.xyz, r2.xyzx
add r0.xyz, -r0.xxxx, r2.xyzx
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mov r3.w, l(1.000000)
dp3 r3.x, r3.yzwy, cb0[15].xyzx
dp3 r3.y, r3.xzwx, cb0[16].xyzx
sample_l_indexable(texture2d)(float,float,float,float) r2.xy, r3.xyxx, t3.xyzw, s3, r0.y
mul r4.xyz, r2.xxxx, cb0[11].xyzx
mad r4.xyz, r2.yyyy, cb0[10].xyzx, r4.xyzx
dp2 r0.y, r2.xyxx, -r2.xyxx
add_sat r0.y, r0.y, l(1.000000)
sqrt r0.y, r0.y
mad r2.xyz, r0.yyyy, cb0[12].xyzx, r4.xyzx
mad r2.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.y, r2.xyzx, r2.xyzx
rsq r0.y, r0.y
mul r2.xyz, r0.yyyy, r2.xyzx
max r0.y, |r2.y|, |r2.x|
max r0.y, r0.y, |r2.z|
lt r3.zw, |r2.zzzy|, r0.yyyy
div r4.xyz, r2.xyzx, r0.yyyy
movc r2.zw, r3.wwww, |r2.zzzy|, |r2.zzzx|
movc r2.xy, r3.zzzz, r2.zwzz, |r2.yxyy|
lt r0.y, r2.y, r2.x
movc r2.xy, r0.yyyy, r2.xyxx, r2.yxyy
div r2.z, r2.y, r2.x
sample_indexable(texture2d)(float,float,float,float) r0.y, r2.xzxx, t1.xwyz, s1
mul r2.xyz, r0.yyyy, r4.xyzx
mad o0.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
dp3 r0.y, r1.xyzx, r1.xyzx
rsq r0.y, r0.y
mul r1.xyz, r0.yyyy, r1.xyzx
dp3 r0.y, r1.xyzx, cb0[12].xyzx

//fix some reflection with rain tha is one eye (1.6 inst 1.0)
add_sat r0.y, -r0.y, l(1.600000)
mad r0.y, -r0.y, r0.y, l(1.000000)



mul r0.y, r0.y, r0.w
sample_l_indexable(texture2d)(float,float,float,float) r1.xyzw, r3.xyxx, t2.xyzw, s2, r0.x
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r3.xyxx, t4.xyzw, s4, r0.z
mul o2.x, r0.x, cb0[18].w
mul r1.xyzw, r1.xyzw, cb0[14].xyzw
mul r0.x, r0.y, r1.w
sqrt o1.xyz, r1.xyzx
mul r0.x, r0.x, cb0[5].x
log r0.x, r0.x
mul r0.x, r0.x, cb0[5].y
exp r0.x, r0.x
min r0.x, r0.x, l(1.000000)
mov o0.w, r0.x
mul o1.w, r0.x, cb0[5].z
mov o2.w, r0.x
dp3 r0.x, cb0[18].xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
sqrt r0.x, r0.x
dp3 r0.y, l(-0.168700, -0.331200, 0.500000, 0.000000), r0.xxxx
dp3 o2.y, l(0.299000, 0.587000, 0.114000, 0.000000), r0.xxxx
mad o2.z, r0.y, l(0.498039216), l(0.498039216)
ret 
// Approximately 90 instruction slots used
