//light or fog 

cbuffer PER_BATCH : register(b0)
{
  float3 eyePosInOSx2 : packoffset(c0);
  float4 eyePosInWS : packoffset(c1);
  float3 fogColor : packoffset(c2);
  float4 heightFallOffBasePoint : packoffset(c3);
  float3 heightFallOffDirScaled : packoffset(c4);
  float4 globalDensity : packoffset(c5);
  float4 densityOffset : packoffset(c6);
  float4 PS_NearFarClipDist : packoffset(c7);
  float3 cameraFrontVector : packoffset(c8);
  float4 PS_ScreenSize : packoffset(c9);
  float4 outsideSoftEdgesLerp : packoffset(c10);
}

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

SamplerState sceneDepthSampler_s : register(s0);
Texture2D<float4> sceneDepthSampler : register(t0);


// 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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(eyePosInOSx2.xyz, eyePosInOSx2.xyz);
  r0.x = -4 + r0.x;
  r0.y = dot(v2.xyz, v2.xyz);
  r0.y = rsqrt(r0.y);
  r1.xyz = v2.xyz * r0.yyy;

float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);
//r1.x -= stereo.x * (r1.z - stereo.y);

  r0.yzw = v1.xyz * r0.yyy;

//r0.y -= stereo.x * (r0.w - stereo.y);


  r1.x = dot(eyePosInOSx2.xyz, r1.xyz);
  r0.x = r1.x * r1.x + -r0.x;
  r1.y = cmp(r0.x < 0);
  if (r1.y != 0) discard;
  r1.y = sqrt(r0.x);
  r0.x = saturate(r0.x * outsideSoftEdgesLerp.x + outsideSoftEdgesLerp.y);
  r2.x = -r1.x + -r1.y;
  r2.y = -r1.x + r1.y;
  r1.xy = float2(0.5,0.5) * r2.xy;
  r1.xy = max(float2(0,0), r1.xy);
  r1.zw = v3.xy / v3.ww;
  r1.z = sceneDepthSampler.Sample(sceneDepthSampler_s, r1.zw).x;
  r1.z = PS_NearFarClipDist.y * r1.z;



  r1.w = dot(r0.yzw, -cameraFrontVector.xyz);
  r1.z = r1.z / r1.w;
  r1.y = min(r1.z, r1.y);
  r1.y = max(r1.x, r1.y);
  r1.y = r1.y + -r1.x;
  r1.xzw = r1.xxx * r0.yzw + eyePosInWS.xyz;
  r0.yzw = r1.yyy * r0.yzw;
  r1.xyz = -heightFallOffBasePoint.xyz + r1.xzw;
  r1.x = dot(r1.xyz, heightFallOffDirScaled.xyz);
  r1.x = -1.44269502 * r1.x;
  r1.x = exp2(r1.x);
  r1.y = dot(r0.yzw, r0.yzw);
  r0.y = dot(r0.yzw, heightFallOffDirScaled.xyz);
  r0.z = sqrt(r1.y);
  r0.z = r0.z * r1.x;
  r0.w = -1.44269502 * r0.y;
  r0.w = exp2(r0.w);
  r0.w = 1 + -r0.w;
  r0.w = r0.w / r0.y;
  r0.y = cmp(0.00100000005 < abs(r0.y));
  r0.w = r0.z * r0.w;
  r0.y = r0.y ? r0.w : r0.z;
  r0.z = 2 + -r0.x;
  r0.x = r0.x * r0.z;
  r0.x = r0.y * r0.x + -densityOffset.x;
  r0.x = max(0, r0.x);
  r0.x = -globalDensity.y * r0.x;
  r0.x = exp2(r0.x);
  o0.w = 1 + -r0.x;
  o0.xyz = g_PS_SunLightDir.www * fogColor.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.10 on Tue May 01 14:18:26 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float3 eyePosInOSx2;               // Offset:    0 Size:    12
//   float4 eyePosInWS;                 // Offset:   16 Size:    16
//   float3 fogColor;                   // Offset:   32 Size:    12
//   float4 heightFallOffBasePoint;     // Offset:   48 Size:    16
//   float3 heightFallOffDirScaled;     // Offset:   64 Size:    12
//   float4 globalDensity;              // Offset:   80 Size:    16
//   float4 densityOffset;              // Offset:   96 Size:    16
//   float4 PS_NearFarClipDist;         // Offset:  112 Size:    16
//   float3 cameraFrontVector;          // Offset:  128 Size:    12
//   float4 PS_ScreenSize;              // Offset:  144 Size:    16 [unused]
//   float4 outsideSoftEdgesLerp;       // Offset:  160 Size:    16
//
// }
//
// cbuffer PER_FRAME
// {
//
//   float4 g_PS_SunLightDir;           // Offset:   32 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// sceneDepthSampler                 sampler      NA          NA    0        1
// sceneDepthSampler                 texture  float4          2d    0        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   xyz         1     NONE   float   xyz
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     NONE   float   xy w
//
//
// 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[11], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyw
dcl_output o0.xyzw
dcl_temps 3
dp3 r0.x, cb0[0].xyzx, cb0[0].xyzx
add r0.x, r0.x, l(-4.000000)
dp3 r0.y, v2.xyzx, v2.xyzx
rsq r0.y, r0.y
mul r1.xyz, r0.yyyy, v2.xyzx
mul r0.yzw, r0.yyyy, v1.xxyz
dp3 r1.x, cb0[0].xyzx, r1.xyzx
mad r0.x, r1.x, r1.x, -r0.x
lt r1.y, r0.x, l(0.000000)
discard_nz r1.y
sqrt r1.y, r0.x
mad_sat r0.x, r0.x, cb0[10].x, cb0[10].y
add r2.x, -r1.y, -r1.x
add r2.y, r1.y, -r1.x
mul r1.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
div r1.zw, v3.xxxy, v3.wwww
sample_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.yzxw, s0
mul r1.z, r1.z, cb0[7].y
dp3 r1.w, r0.yzwy, -cb0[8].xyzx
div r1.z, r1.z, r1.w
min r1.y, r1.y, r1.z
max r1.y, r1.y, r1.x
add r1.y, -r1.x, r1.y
mad r1.xzw, r1.xxxx, r0.yyzw, cb0[1].xxyz
mul r0.yzw, r0.yyzw, r1.yyyy
add r1.xyz, r1.xzwx, -cb0[3].xyzx
dp3 r1.x, r1.xyzx, cb0[4].xyzx
mul r1.x, r1.x, l(-1.442695)
exp r1.x, r1.x
dp3 r1.y, r0.yzwy, r0.yzwy
dp3 r0.y, r0.yzwy, cb0[4].xyzx
sqrt r0.z, r1.y
mul r0.z, r1.x, r0.z
mul r0.w, r0.y, l(-1.442695)
exp r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
div r0.w, r0.w, r0.y
lt r0.y, l(0.001000), |r0.y|
mul r0.w, r0.w, r0.z
movc r0.y, r0.y, r0.w, r0.z
add r0.z, -r0.x, l(2.000000)
mul r0.x, r0.z, r0.x
mad r0.x, r0.y, r0.x, -cb0[6].x
max r0.x, r0.x, l(0.000000)
mul r0.x, r0.x, -cb0[5].y
exp r0.x, r0.x
add o0.w, -r0.x, l(1.000000)
mul o0.xyz, cb0[2].xyzx, cb2[2].wwww
ret
// Approximately 50 instruction slots used

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