//purple glow arround roofs/buildings -- FIXEd uncommenting a line that will remove it --- this strange "light" is also visible in 2D 

cbuffer PER_BATCH : register(b0)
{
  float4 DetailParams : packoffset(c0);
}

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

cbuffer PER_MATERIAL : register(b3)
{
  float4 MatDifColor : packoffset(c0);
  float4 MatSpecColor : packoffset(c1);
  float4 __0__1__2__3ObmDisplacement : packoffset(c3);
  float4 __0__1SelfShadowStrength__2EmittanceMapGamma__3HeightBias : packoffset(c4);
  float3 __0DetailBumpScale__1DetailDiffuseScale__2DetailGlossScale__3 : packoffset(c5);
  float4 __0SSSIndex__1__2__3BlendMaskTiling : packoffset(c7);
  float4 __0BlendFactor__1BlendLayer2Tiling__2BlendFalloff__3BlendLayer2Specular : packoffset(c8);
}

SamplerState diffuseMapSampler_s : register(s0);
SamplerState normalMapSampler_s : register(s1);
SamplerState BlendLayerSampler_s : register(s2);
SamplerState BumpMap2Sampler_s : register(s3);
SamplerState HeightMap2Sampler_s : register(s4);
SamplerState BlendMapSampler_s : register(s5);
SamplerState smoothnessMap2Sampler_s : register(s6);
SamplerState diffuseMap2Sampler_s : register(s7);
SamplerState heightMapSampler_s : register(s8);
SamplerState smoothnessMapSampler_s : register(s9);
SamplerState detailMapSampler_s : register(s10);
Texture2D<float4> diffuseMapSampler : register(t0);
Texture2D<float4> normalMapSampler : register(t1);
Texture2D<float4> diffuseMap2Sampler : register(t2);
Texture2D<float4> BlendMapSampler : register(t3);
Texture2D<float4> heightMapSampler : register(t4);
Texture2D<float4> BumpMap2Sampler : register(t5);
Texture2D<float4> HeightMap2Sampler : register(t6);
Texture2D<float4> detailMapSampler : register(t7);
Texture2D<float4> smoothnessMapSampler : register(t8);
Texture2D<float4> smoothnessMap2Sampler : register(t9);
Texture2D<float4> BlendLayerSampler : register(t10);


// 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,
  uint v7 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1,
  out float4 o2 : SV_Target2)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = v7.x ? 1 : -1;
  r0.yz = __0SSSIndex__1__2__3BlendMaskTiling.ww * v1.xy;
  r1.xyzw = diffuseMap2Sampler.Sample(diffuseMap2Sampler_s, v6.xy).xyzw;
  r0.y = BlendMapSampler.Sample(BlendMapSampler_s, r0.yz).x;
  r0.y = r1.w * r0.y;
  r0.z = __0BlendFactor__1BlendLayer2Tiling__2BlendFalloff__3BlendLayer2Specular.x + 1;
  r0.y = r0.y * r0.z;
  r0.y = log2(r0.y);
  r0.y = __0BlendFactor__1BlendLayer2Tiling__2BlendFalloff__3BlendLayer2Specular.z * r0.y;
  r0.y = exp2(r0.y);
  r0.y = min(1, r0.y);
  r0.xzw = v4.xyz * r0.xxx;
  r2.x = dot(v2.xyz, v5.xyz);
  r2.y = dot(v3.xyz, v5.xyz);
  r2.z = dot(r0.xzw, v5.xyz);
  r1.w = dot(r2.xyz, r2.xyz);
  r1.w = rsqrt(r1.w);
  r2.xyz = r2.xyz * r1.www;
  r1.w = -__0__1SelfShadowStrength__2EmittanceMapGamma__3HeightBias.w * __0__1__2__3ObmDisplacement.w;
  r3.xy = v1.xy;
  r3.z = 0;
  r2.w = 0;
  while (true) {
    r3.w = cmp((int)r2.w >= 2);
    if (r3.w != 0) break;
    r4.xy = normalMapSampler.Sample(normalMapSampler_s, r3.xy).xy;
    r3.w = dot(r4.xy, -r4.xy);
    r3.w = saturate(1 + r3.w);
    r3.w = sqrt(r3.w);
    r4.x = heightMapSampler.Sample(heightMapSampler_s, r3.xy).x;
    r4.yz = __0BlendFactor__1BlendLayer2Tiling__2BlendFalloff__3BlendLayer2Specular.yy * r3.xy;
    r5.xy = BumpMap2Sampler.Sample(BumpMap2Sampler_s, r4.yz).xy;
    r4.w = dot(r5.xy, -r5.xy);
    r4.w = saturate(1 + r4.w);
    r4.w = sqrt(r4.w);
    r4.w = r4.w + -r3.w;
    r3.w = r0.y * r4.w + r3.w;
    r4.y = HeightMap2Sampler.Sample(HeightMap2Sampler_s, r4.yz).x;
    r4.y = r4.y + -r4.x;
    r4.x = r0.y * r4.y + r4.x;
    r4.x = r4.x * __0__1__2__3ObmDisplacement.w + r1.w;
    r4.x = r4.x + -r3.z;
    r3.w = r4.x * r3.w;
    r3.xyz = r3.www * -r2.xyz + r3.xyz;
    r2.w = (int)r2.w + 1;
  }
  r2.xyzw = r3.xyxy;
  r3.xy = normalMapSampler.Sample(normalMapSampler_s, r2.zw).yx;
  r1.w = dot(r3.xy, -r3.xy);
  r1.w = saturate(1 + r1.w);
  r3.z = sqrt(r1.w);
  r4.xy = __0BlendFactor__1BlendLayer2Tiling__2BlendFalloff__3BlendLayer2Specular.yy * r2.zw;
  r5.xy = BumpMap2Sampler.Sample(BumpMap2Sampler_s, r4.xy).yx;
  r1.w = dot(r5.xy, -r5.xy);
  r1.w = saturate(1 + r1.w);
  r5.z = sqrt(r1.w);
  r5.xyz = r5.xyz + -r3.xyz;
  r3.xyz = r0.yyy * r5.xyz + r3.xyz;
  r4.zw = DetailParams.xy * r2.zw;
  r5.xyzw = detailMapSampler.Sample(detailMapSampler_s, r4.zw).xyzw;
  r5.xyzw = r5.ywxz * float4(2,2,2,2) + float4(-1,-1,-1,-1);
  r4.zw = __0DetailBumpScale__1DetailDiffuseScale__2DetailGlossScale__3.yz * r5.zw;
  r3.xy = r5.xy * __0DetailBumpScale__1DetailDiffuseScale__2DetailGlossScale__3.xx + r3.xy;
  r5.xyz = v3.xyz * r3.yyy;
  r3.xyw = r3.xxx * v2.xyz + r5.xyz;
  r3.xyz = r3.zzz * r0.xzw + r3.xyw;
  r1.w = dot(r3.xyz, r3.xyz);
  r1.w = rsqrt(r1.w);
  r3.xyz = r3.xyz * r1.www;
  r1.w = smoothnessMapSampler.Sample(smoothnessMapSampler_s, r2.zw).x;
  r3.w = MatSpecColor.w * r1.w;
  r5.x = smoothnessMap2Sampler.Sample(smoothnessMap2Sampler_s, r4.xy).x;
  r1.w = -MatSpecColor.w * r1.w + r5.x;
  r1.w = r0.y * r1.w + r3.w;
  o2.x = r1.w * r4.w + r1.w;
  r5.xyz = diffuseMapSampler.Sample(diffuseMapSampler_s, r2.zw).xyz;
  r6.xyz = BlendLayerSampler.Sample(BlendLayerSampler_s, r4.xy).xyz;
  r6.xyz = r6.xyz + -r5.xyz;
  r5.xyz = r0.yyy * r6.xyz + r5.xyz;
  r6.xyz = __0BlendFactor__1BlendLayer2Tiling__2BlendFalloff__3BlendLayer2Specular.www + -MatSpecColor.xyz;

//remove house sourrung roof purple shine

//  r6.xyz = r0.yyy * r6.xyz + MatSpecColor.xyz;

  r1.xyz = r5.xyz * r1.xyz;
  r1.xyz = MatDifColor.xyz * r1.xyz;
  r1.xyz = float3(4,4,4) * r1.xyz;
  r1.xyz = r1.xyz * r4.zzz + r1.xyz;
  r1.w = cmp(0.000000 != __0SSSIndex__1__2__3BlendMaskTiling.x);
  r1.w = r1.w ? 0.000000 : 0;
  r5.x = dot(v2.xyz, g_PS_SunLightDir.xyz);
  r5.y = dot(v3.xyz, g_PS_SunLightDir.xyz);
  r5.z = dot(r0.xzw, g_PS_SunLightDir.xyz);
  r0.x = dot(r5.xyz, r5.xyz);
  r0.x = rsqrt(r0.x);
  r5.xyzw = r5.xyxy * r0.xxxx;
  r7.xyzw = __0__1__2__3ObmDisplacement.wwww * r5.xyzw;
  r0.x = heightMapSampler.Sample(heightMapSampler_s, r2.zw).x;
  r0.z = HeightMap2Sampler.Sample(HeightMap2Sampler_s, r4.xy).x;
  r0.z = r0.z + -r0.x;
  r0.x = r0.y * r0.z + r0.x;
  r0.zw = r5.zw * __0__1__2__3ObmDisplacement.ww + r2.zw;
  r3.w = heightMapSampler.Sample(heightMapSampler_s, r0.zw).x;
  r0.zw = __0BlendFactor__1BlendLayer2Tiling__2BlendFalloff__3BlendLayer2Specular.yy * r0.zw;
  r0.z = HeightMap2Sampler.Sample(HeightMap2Sampler_s, r0.zw).x;
  r0.z = r0.z + -r3.w;
  r0.z = r0.y * r0.z + r3.w;
  r0.z = max(r0.x, r0.z);
  r2.xyzw = r7.xyzw * float4(0.666000009,0.666000009,0.333000004,0.333000004) + r2.xyzw;
  r0.w = heightMapSampler.Sample(heightMapSampler_s, r2.xy).x;
  r4.xyzw = __0BlendFactor__1BlendLayer2Tiling__2BlendFalloff__3BlendLayer2Specular.yyyy * r2.xyzw;
  r2.x = HeightMap2Sampler.Sample(HeightMap2Sampler_s, r4.xy).x;
  r2.x = r2.x + -r0.w;
  r0.w = r0.y * r2.x + r0.w;
  r0.z = max(r0.z, r0.w);
  r0.w = heightMapSampler.Sample(heightMapSampler_s, r2.zw).x;
  r2.x = HeightMap2Sampler.Sample(HeightMap2Sampler_s, r4.zw).x;
  r2.x = r2.x + -r0.w;
  r0.y = r0.y * r2.x + r0.w;
  r0.y = max(r0.z, r0.y);
  r0.x = r0.y + -r0.x;
  r0.x = saturate(__0__1SelfShadowStrength__2EmittanceMapGamma__3HeightBias.y * r0.x);
  r0.y = cmp(0 < __0__1SelfShadowStrength__2EmittanceMapGamma__3HeightBias.y);
  r0.z = r0.y ? 2 : r1.w;
  o0.xyz = r3.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
  o1.xyz = sqrt(r1.xyz);
  r1.xyz = sqrt(r6.xyz);
  o2.y = dot(float3(0.298999995,0.587000012,0.114), r1.xyz);
  r0.w = dot(float3(-0.168699995,-0.331200004,0.5), r1.xyz);
  r1.x = dot(float3(0.5,-0.418599993,-0.0812999979), r1.xyz);
  r0.w = r0.w * 0.498039216 + 0.498039216;
  r1.z = r1.x * 0.498039216 + 0.498039216;
  r1.w = cmp((int)r0.z == 1);
  r2.x = frac(__0SSSIndex__1__2__3BlendMaskTiling.x);
  r2.x = cmp(0.00999999978 < r2.x);
  r2.y = __0SSSIndex__1__2__3BlendMaskTiling.x * 0.250244379;
  r2.x = r2.x ? r2.y : 0;
  r0.x = r0.x * 0.498039216 + 0.498039216;
  r1.y = r0.y ? r0.x : r0.w;
  r2.yz = float2(0.498039216,0.498039216);
  r1.x = 0;
  r0.xyw = r1.www ? r2.xyz : r1.xyz;
  r0.z = (int)r0.z;
  o0.w = 0.250244379 * r0.z;
  o1.w = r0.x;
  o2.zw = r0.yw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.2 on Fri Feb 16 13:54:20 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 DetailParams;               // Offset:    0 Size:    16
//
// }
//
// cbuffer PER_FRAME
// {
//
//   float4 g_PS_SunLightDir;           // Offset:   32 Size:    16
//
// }
//
// cbuffer PER_MATERIAL
// {
//
//   float4 MatDifColor;                // Offset:    0 Size:    16
//   float4 MatSpecColor;               // Offset:   16 Size:    16
//   float4 __0__1__2__3ObmDisplacement;// Offset:   48 Size:    16
//   float4 __0__1SelfShadowStrength__2EmittanceMapGamma__3HeightBias;// Offset:   64 Size:    16
//   float3 __0DetailBumpScale__1DetailDiffuseScale__2DetailGlossScale__3;// Offset:   80 Size:    12
//   float4 __0SSSIndex__1__2__3BlendMaskTiling;// Offset:  112 Size:    16
//   float4 __0BlendFactor__1BlendLayer2Tiling__2BlendFalloff__3BlendLayer2Specular;// Offset:  128 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// diffuseMapSampler                 sampler      NA          NA    0        1
// normalMapSampler                  sampler      NA          NA    1        1
// BlendLayerSampler                 sampler      NA          NA    2        1
// BumpMap2Sampler                   sampler      NA          NA    3        1
// HeightMap2Sampler                 sampler      NA          NA    4        1
// BlendMapSampler                   sampler      NA          NA    5        1
// smoothnessMap2Sampler             sampler      NA          NA    6        1
// diffuseMap2Sampler                sampler      NA          NA    7        1
// heightMapSampler                  sampler      NA          NA    8        1
// smoothnessMapSampler              sampler      NA          NA    9        1
// detailMapSampler                  sampler      NA          NA   10        1
// diffuseMapSampler                 texture  float4          2d    0        1
// normalMapSampler                  texture  float4          2d    1        1
// diffuseMap2Sampler                texture  float4          2d    2        1
// BlendMapSampler                   texture  float4          2d    3        1
// heightMapSampler                  texture  float4          2d    4        1
// BumpMap2Sampler                   texture  float4          2d    5        1
// HeightMap2Sampler                 texture  float4          2d    6        1
// detailMapSampler                  texture  float4          2d    7        1
// smoothnessMapSampler              texture  float4          2d    8        1
// smoothnessMap2Sampler             texture  float4          2d    9        1
// BlendLayerSampler                 texture  float4          2d   10        1
// PER_BATCH                         cbuffer      NA          NA    0        1
// PER_FRAME                         cbuffer      NA          NA    2        1
// PER_MATERIAL                      cbuffer      NA          NA    3        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   xyz
// TEXCOORD                 2   xyzw        3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyz
// TEXCOORD                 4   xyz         5     NONE   float   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   xy
// SV_IsFrontFace           0   x           7    FFACE    uint   x
//
//
// 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
dcl_constantbuffer cb0[1], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_constantbuffer cb3[9], 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 s5, mode_default
dcl_sampler s6, mode_default
dcl_sampler s7, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, mode_default
dcl_sampler s10, 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) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
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_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xy
dcl_input_ps_sgv v7.x, is_front_face
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 8
movc r0.x, v7.x, l(1.000000), l(-1.000000)
mul r0.yz, v1.xxyx, cb3[7].wwww
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v6.xyxx, t2.xyzw, s7
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t3.yxzw, s5
mul r0.y, r0.y, r1.w
add r0.z, l(1.000000), cb3[8].x
mul r0.y, r0.z, r0.y
log r0.y, r0.y
mul r0.y, r0.y, cb3[8].z
exp r0.y, r0.y
min r0.y, r0.y, l(1.000000)
mul r0.xzw, r0.xxxx, v4.xxyz
dp3 r2.x, v2.xyzx, v5.xyzx
dp3 r2.y, v3.xyzx, v5.xyzx
dp3 r2.z, r0.xzwx, v5.xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mul r1.w, cb3[3].w, -cb3[4].w
mov r3.xy, v1.xyxx
mov r3.z, l(0)
mov r2.w, l(0)
loop
  ige r3.w, r2.w, l(2)
  breakc_nz r3.w
  sample_indexable(texture2d)(float,float,float,float) r4.xy, r3.xyxx, t1.xyzw, s1
  dp2 r3.w, r4.xyxx, -r4.xyxx
  add_sat r3.w, r3.w, l(1.000000)
  sqrt r3.w, r3.w
  sample_indexable(texture2d)(float,float,float,float) r4.x, r3.xyxx, t4.xyzw, s8
  mul r4.yz, r3.xxyx, cb3[8].yyyy
  sample_indexable(texture2d)(float,float,float,float) r5.xy, r4.yzyy, t5.xyzw, s3
  dp2 r4.w, r5.xyxx, -r5.xyxx
  add_sat r4.w, r4.w, l(1.000000)
  sqrt r4.w, r4.w
  add r4.w, -r3.w, r4.w
  mad r3.w, r0.y, r4.w, r3.w
  sample_indexable(texture2d)(float,float,float,float) r4.y, r4.yzyy, t6.yxzw, s4
  add r4.y, -r4.x, r4.y
  mad r4.x, r0.y, r4.y, r4.x
  mad r4.x, r4.x, cb3[3].w, r1.w
  add r4.x, -r3.z, r4.x
  mul r3.w, r3.w, r4.x
  mad r3.xyz, r3.wwww, -r2.xyzx, r3.xyzx
  iadd r2.w, r2.w, l(1)
endloop
mov r2.xyzw, r3.xyxy
sample_indexable(texture2d)(float,float,float,float) r3.xy, r2.zwzz, t1.yxzw, s1
dp2 r1.w, r3.xyxx, -r3.xyxx
add_sat r1.w, r1.w, l(1.000000)
sqrt r3.z, r1.w
mul r4.xy, r2.zwzz, cb3[8].yyyy
sample_indexable(texture2d)(float,float,float,float) r5.xy, r4.xyxx, t5.yxzw, s3
dp2 r1.w, r5.xyxx, -r5.xyxx
add_sat r1.w, r1.w, l(1.000000)
sqrt r5.z, r1.w
add r5.xyz, -r3.xyzx, r5.xyzx
mad r3.xyz, r0.yyyy, r5.xyzx, r3.xyzx
mul r4.zw, r2.zzzw, cb0[0].xxxy
sample_indexable(texture2d)(float,float,float,float) r5.xyzw, r4.zwzz, t7.xyzw, s10
mad r5.xyzw, r5.ywxz, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
mul r4.zw, r5.zzzw, cb3[5].yyyz
mad r3.xy, r5.xyxx, cb3[5].xxxx, r3.xyxx
mul r5.xyz, r3.yyyy, v3.xyzx
mad r3.xyw, r3.xxxx, v2.xyxz, r5.xyxz
mad r3.xyz, r3.zzzz, r0.xzwx, r3.xywx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.w, r2.zwzz, t8.yzwx, s9
mul r3.w, r1.w, cb3[1].w
sample_indexable(texture2d)(float,float,float,float) r5.x, r4.xyxx, t9.xyzw, s6
mad r1.w, -cb3[1].w, r1.w, r5.x
mad r1.w, r0.y, r1.w, r3.w
mad o2.x, r1.w, r4.w, r1.w
sample_indexable(texture2d)(float,float,float,float) r5.xyz, r2.zwzz, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r6.xyz, r4.xyxx, t10.xyzw, s2
add r6.xyz, -r5.xyzx, r6.xyzx
mad r5.xyz, r0.yyyy, r6.xyzx, r5.xyzx
add r6.xyz, -cb3[1].xyzx, cb3[8].wwww
mad r6.xyz, r0.yyyy, r6.xyzx, cb3[1].xyzx
mul r1.xyz, r1.xyzx, r5.xyzx
mul r1.xyz, r1.xyzx, cb3[0].xyzx
mul r1.xyz, r1.xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mad r1.xyz, r1.xyzx, r4.zzzz, r1.xyzx
ne r1.w, l(0.000000), cb3[7].x
and r1.w, r1.w, l(1)
dp3 r5.x, v2.xyzx, cb2[2].xyzx
dp3 r5.y, v3.xyzx, cb2[2].xyzx
dp3 r5.z, r0.xzwx, cb2[2].xyzx
dp3 r0.x, r5.xyzx, r5.xyzx
rsq r0.x, r0.x
mul r5.xyzw, r0.xxxx, r5.xyxy
mul r7.xyzw, r5.xyzw, cb3[3].wwww
sample_indexable(texture2d)(float,float,float,float) r0.x, r2.zwzz, t4.xyzw, s8
sample_indexable(texture2d)(float,float,float,float) r0.z, r4.xyxx, t6.yzxw, s4
add r0.z, -r0.x, r0.z
mad r0.x, r0.y, r0.z, r0.x
mad r0.zw, r5.zzzw, cb3[3].wwww, r2.zzzw
sample_indexable(texture2d)(float,float,float,float) r3.w, r0.zwzz, t4.yzwx, s8
mul r0.zw, r0.zzzw, cb3[8].yyyy
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t6.yzxw, s4
add r0.z, -r3.w, r0.z
mad r0.z, r0.y, r0.z, r3.w
max r0.z, r0.z, r0.x
mad r2.xyzw, r7.xyzw, l(0.666000, 0.666000, 0.333000, 0.333000), r2.xyzw
sample_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t4.yzwx, s8
mul r4.xyzw, r2.xyzw, cb3[8].yyyy
sample_indexable(texture2d)(float,float,float,float) r2.x, r4.xyxx, t6.xyzw, s4
add r2.x, -r0.w, r2.x
mad r0.w, r0.y, r2.x, r0.w
max r0.z, r0.w, r0.z
sample_indexable(texture2d)(float,float,float,float) r0.w, r2.zwzz, t4.yzwx, s8
sample_indexable(texture2d)(float,float,float,float) r2.x, r4.zwzz, t6.xyzw, s4
add r2.x, -r0.w, r2.x
mad r0.y, r0.y, r2.x, r0.w
max r0.y, r0.y, r0.z
add r0.x, -r0.x, r0.y
mul_sat r0.x, r0.x, cb3[4].y
lt r0.y, l(0.000000), cb3[4].y
movc r0.z, r0.y, l(2), r1.w
mad o0.xyz, r3.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
sqrt o1.xyz, r1.xyzx
sqrt r1.xyz, r6.xyzx
dp3 o2.y, l(0.299000, 0.587000, 0.114000, 0.000000), r1.xyzx
dp3 r0.w, l(-0.168700, -0.331200, 0.500000, 0.000000), r1.xyzx
dp3 r1.x, l(0.500000, -0.418600, -0.081300, 0.000000), r1.xyzx
mad r0.w, r0.w, l(0.498039216), l(0.498039216)
mad r1.z, r1.x, l(0.498039216), l(0.498039216)
ieq r1.w, r0.z, l(1)
frc r2.x, cb3[7].x
lt r2.x, l(0.010000), r2.x
mul r2.y, l(0.250244379), cb3[7].x
and r2.x, r2.y, r2.x
mad r0.x, r0.x, l(0.498039216), l(0.498039216)
movc r1.y, r0.y, r0.x, r0.w
mov r2.yz, l(0,0.498039216,0.498039216,0)
mov r1.x, l(0)
movc r0.xyw, r1.wwww, r2.xyxz, r1.xyxz
itof r0.z, r0.z
mul o0.w, r0.z, l(0.250244379)
mov o1.w, r0.x
mov o2.zw, r0.yyyw
ret
// Approximately 144 instruction slots used

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