//faceshadows rrrealy?? cannotfix YES this is for flickering shadows ==> general lightening shadows 

//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 PS_NearFarClipDist : packoffset(c0);
  row_major float3x4 SVO_ReprojectionMatrix : packoffset(c1);
  float4 PS_ScreenSize : packoffset(c4);
  float4 SVO_TargetResScale : packoffset(c5);
  float4 SVO_SrcPixSize : packoffset(c6);
}

SamplerState sceneDepthMapSampler_s : register(s4);
SamplerState SVO_VelocityRT_s : register(s8);
SamplerState sceneFinOutPrev_s : register(s9);
SamplerState sceneAldSamplerMin_s : register(s10);
SamplerState sceneRgbSamplerMin_s : register(s11);
SamplerState sceneAldSamplerMax_s : register(s12);
SamplerState sceneRgbSamplerMax_s : register(s13);
SamplerState sceneGBuffer0_s : register(s14);
Texture2D<float4> sceneDepthMapSampler : register(t4);
Texture2D<float4> SVO_VelocityRT : register(t8);
Texture2D<float4> sceneFinOutPrev : register(t9);
Texture2D<float4> sceneAldSamplerMin : register(t10);
Texture2D<float4> sceneRgbSamplerMin : register(t11);
Texture2D<float4> sceneAldSamplerMax : register(t12);
Texture2D<float4> sceneRgbSamplerMax : register(t13);
Texture2D<float4> sceneGBuffer0 : register(t14);


// 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,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1,
  out float4 o2 : SV_Target2,
  out float4 o3 : SV_Target3)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.w = sceneDepthMapSampler.Sample(sceneDepthMapSampler_s, v1.xy).x;



  r1.xyz = sceneGBuffer0.Sample(sceneGBuffer0_s, v1.xy).xyz;


  r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  r1.xyz = r1.xyz * r1.www;
  r2.xyzw = float4(0,0,0,0);
  r1.w = 0;
  r3.xyzw = float4(0,0,0,-1);

  while (true) {
    r4.x = cmp(1 < (int)r3.w);
    if (r4.x != 0) break;
    r4.x = (int)r3.w;
    r5.xyzw = r2.xyzw;
    r6.xyz = r3.xyz;
    r4.z = r1.w;
    r4.w = -1;

    while (true) {
      r6.w = cmp(1 < (int)r4.w);
      if (r6.w != 0) break;
      r4.y = (int)r4.w;
      r7.xy = SVO_SrcPixSize.xy * r4.xy;
      r7.xy = r7.xy * float2(0.5,0.5) + v1.xy;
      r8.xyzw = sceneRgbSamplerMin.SampleLevel(sceneRgbSamplerMin_s, r7.xy, 0).xyzw;
      r9.xyzw = sceneAldSamplerMin.SampleLevel(sceneAldSamplerMin_s, r7.xy, 0).xyzw;
      r10.xyzw = sceneRgbSamplerMax.SampleLevel(sceneRgbSamplerMax_s, r7.xy, 0).xyzw;
      r7.xyzw = sceneAldSamplerMax.SampleLevel(sceneAldSamplerMax_s, r7.xy, 0).xyzw;
     r4.y = -r8.w + r0.w;
      r6.w = r10.w + -r8.w;
      r6.w = max(9.99999975e-005, r6.w);
      r4.y = saturate(r4.y / r6.w);
      r10.xyzw = r10.xyzw + -r8.xyzw;
      r8.xyzw = r4.yyyy * r10.xyzw + r8.xyzw;
      r7.xyzw = r7.xyzw + -r9.xyzw;
      r7.xyzw = r4.yyyy * r7.xyzw + r9.xyzw;
      r4.y = dot(r7.xyz, r7.xyz);
      r6.w = rsqrt(r4.y);
      r9.xyz = r7.xyz * r6.www;
      r6.w = dot(r9.xyz, r1.xyz);
      r6.w = saturate(-0.349999994 + r6.w);
      r4.y = sqrt(r4.y);
      r9.x = max(9.99999975e-005, r7.w);
      r4.y = r4.y / r9.x;
      r4.y = 8 * r4.y;
      r4.y = min(1, r4.y);
      r6.w = -0.25 + r6.w;
      r4.y = r4.y * r6.w + 0.250999987;
      r6.w = r0.w / r8.w;
      r6.w = 1 + -r6.w;
      r6.w = 0.119999997 + -abs(r6.w);
      r6.w = 4 * r6.w;
      r6.w = max(0, r6.w);
      r6.w = 0.00100000005 + r6.w;
      r8.w = r6.w * r4.y;
      r6.xyz = r8.xyz * r8.www + r6.xyz;
      r5.xyzw = r7.xyzw * r8.wwww + r5.xyzw;
      r4.z = r6.w * r4.y + r4.z;
      r4.w = (int)r4.w + 2;
    }


    r2.xyzw = r5.xyzw;
    r3.xyz = r6.xyz;
    r1.w = r4.z;
    r3.w = (int)r3.w + 2;
  }


  r3.w = cmp(0 != r1.w);
  r4.xyz = r3.xyz / r1.www;
  r5.xyzw = r2.xyzw / r1.wwww;
  r3.xyz = r3.www ? r4.xyz : r3.xyz;
  r2.xyzw = r3.wwww ? r5.xyzw : r2.xyzw;
  r1.w = dot(r2.xyz, r2.xyz);
  r3.w = sqrt(r1.w);
  r1.w = rsqrt(r1.w);
  r2.xyz = r2.xyz * r1.www;
  r1.x = saturate(dot(r1.xyz, r2.xyz));
  r1.y = -r3.w + r2.w;
  r1.y = max(0, r1.y);
  r1.x = r3.w * r1.x + r1.y;
  r0.xyz = r3.xyz * r1.xxx;
  r1.w = 1 / r0.w;
  r1.xy = v1.xy;
  r1.z = 1;
  r2.x = dot(SVO_ReprojectionMatrix._m00_m01_m02_m03, r1.xyzw);
  r2.y = dot(SVO_ReprojectionMatrix._m10_m11_m12_m13, r1.xyzw);
  r1.x = dot(SVO_ReprojectionMatrix._m20_m21_m22_m23, r1.xyzw);
  r1.xy = r2.xy / r1.xx;
  r1.zw = SVO_VelocityRT.Sample(SVO_VelocityRT_s, v1.xy).xy;
  r2.x = cmp(r1.z != 0.000000);
  r1.zw = float2(-0.498039216,-0.498039216) + r1.zw;
  r2.yz = r1.zw + r1.zw;
  r2.yz = r2.yz * r2.yz;
  r1.zw = cmp(float2(0,0) < r1.zw);
  r1.zw = r1.zw ? float2(1,1) : float2(-1,-1);
  r1.zw = r2.yz * r1.zw + v1.xy;
  r1.xy = r2.xx ? r1.zw : r1.xy;
  r2.xyzw = sceneFinOutPrev.SampleLevel(sceneFinOutPrev_s, r1.xy, 0).xyzw;
  r1.z = SVO_TargetResScale.z * 0.25 + SVO_TargetResScale.w;
  r1.w = -r2.w + r0.w;
  r1.w = saturate(abs(r1.w) * PS_NearFarClipDist.y + -0.25);
  r1.z = r1.z + r1.w;
  r3.xy = cmp(r1.xy < float2(0,0));
  r1.xy = cmp(float2(1,1) < r1.xy);
  r1.x = (int)r1.x | (int)r3.x;
  r1.x = (int)r3.y | (int)r1.x;
  r1.x = (int)r1.y | (int)r1.x;
  r1.x = r1.x ? 0.250000 : 0;
  r1.x = saturate(r1.z + r1.x);
  r1.yzw = r0.xyz / r2.xyz;
  r1.yzw = float3(1,1,1) + -r1.yzw;
  r1.y = dot(abs(r1.yzw), float3(0.330000013,0.330000013,0.330000013));
  r1.z = cmp(0 < r1.y);
  r1.w = 1 + -r1.x;
  r1.y = 3 * r1.y;
  r1.y = min(1, r1.y);
  r1.y = r1.w * r1.y + r1.x;
  r1.x = r1.z ? r1.y : r1.x;
  r0.xyzw = -r2.xyzw + r0.xyzw;

  //disable partial fix for dialoges -- not needed since 5.0 
float DIAGON = IniParams.Load(int2(2,0)).y;
if (DIAGON)
{
//this is for dialoges removing the flickering shadows
//  r0.xyzw = r1.xxxx * r0.xyzw + r2.xyzw;
  r0.xyzw = max(float4(0.5,0.5,0.5,0.5), r0.xyzw);
}

else
{
  r0.xyzw = r1.xxxx * r0.xyzw + r2.xyzw;
  r0.xyzw = max(float4(0.0,0.0,0.0,0.0), r0.xyzw);
}


  o0.xyzw = min(float4(8,8,8,8), r0.xyzw);
  o1.xyzw = float4(0,0,0,0);
  o2.xyzw = float4(0,0,0,0);
  o3.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.2.69 on Thu Feb 15 00:15:14 2018
//
//
// Buffer Definitions: 
//
// cbuffer PER_BATCH
// {
//
//   float4 PS_NearFarClipDist;         // Offset:    0 Size:    16
//   row_major float3x4 SVO_ReprojectionMatrix;// Offset:   16 Size:    48
//   float4 PS_ScreenSize;              // Offset:   64 Size:    16 [unused]
//   float4 SVO_TargetResScale;         // Offset:   80 Size:    16
//   float4 SVO_SrcPixSize;             // Offset:   96 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// sceneDepthMapSampler              sampler      NA          NA    4        1
// SVO_VelocityRT                    sampler      NA          NA    8        1
// sceneFinOutPrev                   sampler      NA          NA    9        1
// sceneAldSamplerMin                sampler      NA          NA   10        1
// sceneRgbSamplerMin                sampler      NA          NA   11        1
// sceneAldSamplerMax                sampler      NA          NA   12        1
// sceneRgbSamplerMax                sampler      NA          NA   13        1
// sceneGBuffer0                     sampler      NA          NA   14        1
// sceneDepthMapSampler              texture  float4          2d    4        1
// SVO_VelocityRT                    texture  float4          2d    8        1
// sceneFinOutPrev                   texture  float4          2d    9        1
// sceneAldSamplerMin                texture  float4          2d   10        1
// sceneRgbSamplerMin                texture  float4          2d   11        1
// sceneAldSamplerMax                texture  float4          2d   12        1
// sceneRgbSamplerMax                texture  float4          2d   13        1
// sceneGBuffer0                     texture  float4          2d   14        1
// PER_BATCH                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyzw        1     NONE   float   xy  
// TEXCOORD                 1   xyzw        2     NONE   float       
//
//
// 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
// SV_Target                3   xyzw        3   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[7], immediateIndexed
dcl_sampler s4, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, mode_default
dcl_sampler s10, mode_default
dcl_sampler s11, mode_default
dcl_sampler s12, mode_default
dcl_sampler s13, mode_default
dcl_sampler s14, mode_default
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_resource_texture2d (float,float,float,float) t12
dcl_resource_texture2d (float,float,float,float) t13
dcl_resource_texture2d (float,float,float,float) t14
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 11
sample_indexable(texture2d)(float,float,float,float) r0.w, v1.xyxx, t4.yzwx, s4
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t14.xyzw, s14
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mov r2.xyzw, l(0,0,0,0)
mov r1.w, l(0)
mov r3.xyzw, l(0,0,0,-1)
loop 
  ilt r4.x, l(1), r3.w
  breakc_nz r4.x
  itof r4.x, r3.w
  mov r5.xyzw, r2.xyzw
  mov r6.xyz, r3.xyzx
  mov r4.z, r1.w
  mov r4.w, l(-1)
  loop 
    ilt r6.w, l(1), r4.w
    breakc_nz r6.w
    itof r4.y, r4.w
    mul r7.xy, r4.xyxx, cb0[6].xyxx
    mad r7.xy, r7.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), v1.xyxx
    sample_l_indexable(texture2d)(float,float,float,float) r8.xyzw, r7.xyxx, t11.xyzw, s11, l(0.000000)
    sample_l_indexable(texture2d)(float,float,float,float) r9.xyzw, r7.xyxx, t10.xyzw, s10, l(0.000000)
    sample_l_indexable(texture2d)(float,float,float,float) r10.xyzw, r7.xyxx, t13.xyzw, s13, l(0.000000)
    sample_l_indexable(texture2d)(float,float,float,float) r7.xyzw, r7.xyxx, t12.xyzw, s12, l(0.000000)
    add r4.y, r0.w, -r8.w
    add r6.w, -r8.w, r10.w
    max r6.w, r6.w, l(0.000100)
    div_sat r4.y, r4.y, r6.w
    add r10.xyzw, -r8.xyzw, r10.xyzw
    mad r8.xyzw, r4.yyyy, r10.xyzw, r8.xyzw
    add r7.xyzw, -r9.xyzw, r7.xyzw
    mad r7.xyzw, r4.yyyy, r7.xyzw, r9.xyzw
    dp3 r4.y, r7.xyzx, r7.xyzx
    rsq r6.w, r4.y
    mul r9.xyz, r6.wwww, r7.xyzx
    dp3 r6.w, r9.xyzx, r1.xyzx
    add_sat r6.w, r6.w, l(-0.350000)
    sqrt r4.y, r4.y
    max r9.x, r7.w, l(0.000100)
    div r4.y, r4.y, r9.x
    mul r4.y, r4.y, l(8.000000)
    min r4.y, r4.y, l(1.000000)
    add r6.w, r6.w, l(-0.250000)
    mad r4.y, r4.y, r6.w, l(0.251000)
    div r6.w, r0.w, r8.w
    add r6.w, -r6.w, l(1.000000)
    add r6.w, -|r6.w|, l(0.120000)
    mul r6.w, r6.w, l(4.000000)
    max r6.w, r6.w, l(0.000000)
    add r6.w, r6.w, l(0.001000)
    mul r8.w, r4.y, r6.w
    mad r6.xyz, r8.xyzx, r8.wwww, r6.xyzx
    mad r5.xyzw, r7.xyzw, r8.wwww, r5.xyzw
    mad r4.z, r6.w, r4.y, r4.z
    iadd r4.w, r4.w, l(2)
  endloop 
  mov r2.xyzw, r5.xyzw
  mov r3.xyz, r6.xyzx
  mov r1.w, r4.z
  iadd r3.w, r3.w, l(2)
endloop 
ne r3.w, l(0.000000, 0.000000, 0.000000, 0.000000), r1.w
div r4.xyz, r3.xyzx, r1.wwww
div r5.xyzw, r2.xyzw, r1.wwww
movc r3.xyz, r3.wwww, r4.xyzx, r3.xyzx
movc r2.xyzw, r3.wwww, r5.xyzw, r2.xyzw
dp3 r1.w, r2.xyzx, r2.xyzx
sqrt r3.w, r1.w
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
dp3_sat r1.x, r1.xyzx, r2.xyzx
add r1.y, r2.w, -r3.w
max r1.y, r1.y, l(0.000000)
mad r1.x, r3.w, r1.x, r1.y
mul r0.xyz, r1.xxxx, r3.xyzx
div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mov r1.xy, v1.xyxx
mov r1.z, l(1.000000)
dp4 r2.x, cb0[1].xyzw, r1.xyzw
dp4 r2.y, cb0[2].xyzw, r1.xyzw
dp4 r1.x, cb0[3].xyzw, r1.xyzw
div r1.xy, r2.xyxx, r1.xxxx
sample_indexable(texture2d)(float,float,float,float) r1.zw, v1.xyxx, t8.zwxy, s8
ne r2.x, r1.z, l(0.000000)
add r1.zw, r1.zzzw, l(0.000000, 0.000000, -0.498039216, -0.498039216)
add r2.yz, r1.zzwz, r1.zzwz
mul r2.yz, r2.yyzy, r2.yyzy
lt r1.zw, l(0.000000, 0.000000, 0.000000, 0.000000), r1.zzzw
movc r1.zw, r1.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000)
mad r1.zw, r2.yyyz, r1.zzzw, v1.xxxy
movc r1.xy, r2.xxxx, r1.zwzz, r1.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r1.xyxx, t9.xyzw, s9, l(0.000000)
mad r1.z, cb0[5].z, l(0.250000), cb0[5].w
add r1.w, r0.w, -r2.w
mad_sat r1.w, |r1.w|, cb0[0].y, l(-0.250000)
add r1.z, r1.w, r1.z
lt r3.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r1.xy, l(1.000000, 1.000000, 0.000000, 0.000000), r1.xyxx
or r1.x, r1.x, r3.x
or r1.x, r3.y, r1.x
or r1.x, r1.y, r1.x
and r1.x, r1.x, l(0x3e800000)
add_sat r1.x, r1.x, r1.z
div r1.yzw, r0.xxyz, r2.xxyz
add r1.yzw, -r1.yyzw, l(0.000000, 1.000000, 1.000000, 1.000000)
dp3 r1.y, |r1.yzwy|, l(0.330000, 0.330000, 0.330000, 0.000000)
lt r1.z, l(0.000000), r1.y
add r1.w, -r1.x, l(1.000000)
mul r1.y, r1.y, l(3.000000)
min r1.y, r1.y, l(1.000000)
mad r1.y, r1.w, r1.y, r1.x
movc r1.x, r1.z, r1.y, r1.x
add r0.xyzw, r0.xyzw, -r2.xyzw
mad r0.xyzw, r1.xxxx, r0.xyzw, r2.xyzw
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min o0.xyzw, r0.xyzw, l(8.000000, 8.000000, 8.000000, 8.000000)
mov o1.xyzw, l(0,0,0,0)
mov o2.xyzw, l(0,0,0,0)
mov o3.xyzw, l(0,0,0,0)
ret 
// Approximately 123 instruction slots used

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