//AO

cbuffer PER_BATCH : register(b0)
{
  float4 vAdaption : packoffset(c0);
  row_major float4x4 TexGen1 : packoffset(c1);
  row_major float4x4 TexGen0 : packoffset(c5);
  float4 irreg_kernel_2d[8] : packoffset(c9);
  float4 CloudShadowParams : packoffset(c17);
  float4 PS_NearFarClipDist : packoffset(c18);
  row_major float4x4 TexGen2 : packoffset(c19);
  float4 PS_ScreenSize : packoffset(c23);
  float4 volFogShadowRange : packoffset(c24);
  float4 fOneDivFarDist : packoffset(c25);
  float4 fDepthTestBias : packoffset(c26);
  row_major float4x4 TexGen3 : packoffset(c27);
  float4 vInvShadowMapSize : packoffset(c31);
  float4 CloudShadowAnimParams : packoffset(c32);
  float4 vfViewPos : packoffset(c33);
  float4 fKernelRadius : packoffset(c34);
}

SamplerState sceneDepthSampler_s : register(s1);
SamplerState sRotSampler_s : register(s2);
SamplerState interleaveSampler_s : register(s5);
SamplerComparisonState SAMPLER_STATE_depthMapSampler_s : register(s0);
Texture2D<float4> sceneDepthSampler : register(t0);
Texture2D<float4> sRotSampler : register(t1);
Texture2D<float4> depthMapSampler3 : register(t2);
Texture2D<float4> depthMapSampler2 : register(t3);
Texture2D<float4> depthMapSampler0 : register(t4);
Texture2D<float4> interleaveSampler : register(t5);
Texture2D<float4> depthMapSampler1 : register(t6);


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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  float3 v2 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = sceneDepthSampler.Sample(sceneDepthSampler_s, v1.xy).x;
  r0.x = min(volFogShadowRange.x, r0.x);
  r0.yz = float2(0.015625,0.015625) * v0.xy;
  r0.yz = interleaveSampler.Sample(interleaveSampler_s, r0.yz).xw;
  r0.z = 0.0009765625 * r0.z;
  r1.xyzw = (int4)fKernelRadius.zzzz & int4(16,2,4,8);
  r0.w = 1.10000002 * vInvShadowMapSize.x;
  r1.yzw = cmp((int3)r1.yzw != int3(0,0,0));
  r2.w = 1;
  r3.xy = float2(0,0);
  while (true) {
    r3.z = cmp((int)r3.y >= 16);
    if (r3.z != 0) break;
    if (fKernelRadius.z != 0) {
      r3.z = (int)r3.y;
      r3.z = r3.z + r0.y;
      r3.z = r3.z * 0.0625 + r0.z;
      r3.z = r3.z * r0.x;
      r2.xyz = r3.zzz * v2.xyz + vfViewPos.xyz;
      r4.x = dot(TexGen0._m00_m01_m02_m03, r2.xyzw);
      r4.y = dot(TexGen0._m10_m11_m12_m13, r2.xyzw);
      r3.z = dot(TexGen0._m20_m21_m22_m23, r2.xyzw);
      r3.w = dot(TexGen0._m30_m31_m32_m33, r2.xyzw);
      r4.xyzw = r4.xyxy / r3.wwww;
      r3.z = r3.z * fOneDivFarDist.x + -fDepthTestBias.x;
      r5.xy = cmp(r4.zw >= float2(0,0));
      r5.zw = cmp(float2(1,1) >= r4.zw);
      r3.w = r5.z ? r5.x : 0;
      r3.w = r5.y ? r3.w : 0;
      r3.w = r5.w ? r3.w : 0;
      r5.x = cmp(1 >= r3.z);
      r3.w = r5.x ? r3.w : 0;
      r5.xy = float2(16500,16500) * r4.zw;
      r5.xy = sRotSampler.Sample(sRotSampler_s, r5.xy).xy;
      if (r3.w != 0) {
        if (r1.x != 0) {
          r5.z = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r4.zw, r3.z).x;
        } else {
          r6.xyz = r5.yxx * r0.www;
          r6.w = -r6.x;
          r7.xyzw = irreg_kernel_2d[0].yyzz * r6.xzzw;
          r7.xyzw = r6.zwxz * irreg_kernel_2d[0].xxww + r7.xyzw;
          r7.xyzw = r7.xyzw + r4.zwzw;
          r8.x = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r7.xy, r3.z).x;
          r8.y = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r7.zw, r3.z).x;
          r7.xyzw = irreg_kernel_2d[1].yyzz * r6.xyzw;
          r6.xyzw = r6.zwxz * irreg_kernel_2d[1].xxww + r7.xyzw;
          r4.xyzw = r6.xyzw + r4.xyzw;
          r8.z = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r4.xy, r3.z).x;
          r8.w = depthMapSampler0.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r4.zw, r3.z).x;
          r3.z = dot(r8.xyzw, float4(0.25,0.25,0.25,0.25));
          r5.z = r3.z * r3.z;
        }
        r3.z = -1;
      } else {
        r5.z = 1;
      }
      r3.z = (int)r3.z & (int)r3.w;
      r3.z = ~(int)r3.z;
      r3.z = r1.y ? r3.z : 0;
      if (r3.z != 0) {
        r4.x = dot(TexGen1._m00_m01_m02_m03, r2.xyzw);
        r4.y = dot(TexGen1._m10_m11_m12_m13, r2.xyzw);
        r3.z = dot(TexGen1._m20_m21_m22_m23, r2.xyzw);
        r3.w = dot(TexGen1._m30_m31_m32_m33, r2.xyzw);
        r4.xy = r4.xy / r3.ww;
        r3.z = r3.z * fOneDivFarDist.y + -fDepthTestBias.y;
        r4.zw = cmp(r4.xy >= float2(0,0));
        r5.xy = cmp(float2(1,1) >= r4.xy);
        r3.w = r4.z ? r5.x : 0;
        r3.w = r4.w ? r3.w : 0;
        r3.w = r5.y ? r3.w : 0;
        r4.z = cmp(1 >= r3.z);
        r3.w = r4.z ? r3.w : 0;
        if (r3.w != 0) {
          r5.z = depthMapSampler1.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r4.xy, r3.z).x;
          r3.z = -1;
        } else {
          r5.z = 1;
        }
        r3.z = (int)r3.z & (int)r3.w;
        r3.z = ~(int)r3.z;
        r3.z = r1.z ? r3.z : 0;
        if (r3.z != 0) {
          r4.x = dot(TexGen2._m00_m01_m02_m03, r2.xyzw);
          r4.y = dot(TexGen2._m10_m11_m12_m13, r2.xyzw);
          r3.z = dot(TexGen2._m20_m21_m22_m23, r2.xyzw);
          r3.w = dot(TexGen2._m30_m31_m32_m33, r2.xyzw);
          r4.xy = r4.xy / r3.ww;
          r3.z = r3.z * fOneDivFarDist.z + -fDepthTestBias.z;
          r4.zw = cmp(r4.xy >= float2(0,0));
          r5.xy = cmp(float2(1,1) >= r4.xy);
          r3.w = r4.z ? r5.x : 0;
          r3.w = r4.w ? r3.w : 0;
          r3.w = r5.y ? r3.w : 0;
          r4.z = cmp(1 >= r3.z);
          r3.w = r4.z ? r3.w : 0;
          if (r3.w != 0) {
            r5.z = depthMapSampler2.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r4.xy, r3.z).x;
            r3.z = -1;
          } else {
            r5.z = 1;
          }
          r3.z = (int)r3.z & (int)r3.w;
          r3.z = ~(int)r3.z;
          r3.z = r1.w ? r3.z : 0;
          if (r3.z != 0) {
            r4.x = dot(TexGen3._m00_m01_m02_m03, r2.xyzw);
            r4.y = dot(TexGen3._m10_m11_m12_m13, r2.xyzw);
            r3.z = dot(TexGen3._m20_m21_m22_m23, r2.xyzw);
            r2.x = dot(TexGen3._m30_m31_m32_m33, r2.xyzw);
            r2.xy = r4.xy / r2.xx;
            r2.z = r3.z * fOneDivFarDist.w + -fDepthTestBias.w;
            r3.zw = cmp(r2.xy >= float2(0,0));
            r4.xy = cmp(float2(1,1) >= r2.xy);
            r3.z = r3.z ? r4.x : 0;
            r3.z = r3.w ? r3.z : 0;
            r3.z = r4.y ? r3.z : 0;
            r3.w = cmp(1 >= r2.z);
            r3.z = r3.w ? r3.z : 0;
            if (r3.z != 0) {
              r5.z = depthMapSampler3.SampleCmpLevelZero(SAMPLER_STATE_depthMapSampler_s, r2.xy, r2.z).x;
            } else {
              r5.z = 1;
            }
          }
        }
      }
    } else {
      r5.z = 1;
    }
    r3.x = r5.z + r3.x;
    r3.y = (int)r3.y + 1;
  }
  o0.x = volFogShadowRange.y * r0.x;
  o0.w = 0.0625 * r3.x;
  o0.yz = float2(1,1);



  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.10 on Tue May 01 14:13:50 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 vAdaption;                  // Offset:    0 Size:    16 [unused]
//   row_major float4x4 TexGen1;        // Offset:   16 Size:    64
//   row_major float4x4 TexGen0;        // Offset:   80 Size:    64
//   float4 irreg_kernel_2d[8];         // Offset:  144 Size:   128
//   float4 CloudShadowParams;          // Offset:  272 Size:    16 [unused]
//   float4 PS_NearFarClipDist;         // Offset:  288 Size:    16 [unused]
//   row_major float4x4 TexGen2;        // Offset:  304 Size:    64
//   float4 PS_ScreenSize;              // Offset:  368 Size:    16 [unused]
//   float4 volFogShadowRange;          // Offset:  384 Size:    16
//   float4 fOneDivFarDist;             // Offset:  400 Size:    16
//   float4 fDepthTestBias;             // Offset:  416 Size:    16
//   row_major float4x4 TexGen3;        // Offset:  432 Size:    64
//   float4 vInvShadowMapSize;          // Offset:  496 Size:    16
//   float4 CloudShadowAnimParams;      // Offset:  512 Size:    16 [unused]
//   float4 vfViewPos;                  // Offset:  528 Size:    16
//   float4 fKernelRadius;              // Offset:  544 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SAMPLER_STATE_depthMapSampler   sampler_c      NA          NA    0        1
// sceneDepthSampler                 sampler      NA          NA    1        1
// sRotSampler                       sampler      NA          NA    2        1
// interleaveSampler                 sampler      NA          NA    5        1
// sceneDepthSampler                 texture  float4          2d    0        1
// sRotSampler                       texture  float4          2d    1        1
// depthMapSampler3                  texture  float4          2d    2        1
// depthMapSampler2                  texture  float4          2d    3        1
// depthMapSampler0                  texture  float4          2d    4        1
// interleaveSampler                 texture  float4          2d    5        1
// depthMapSampler1                  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
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     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[35], immediateIndexed
dcl_sampler s0, mode_comparison
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s5, 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_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 9
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t0.xyzw, s1
min r0.x, r0.x, cb0[24].x
mul r0.yz, v0.xxyx, l(0.000000, 0.015625, 0.015625, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.yz, r0.yzyy, t5.yxwz, s5
mul r0.z, r0.z, l(0.000976562500)
and r1.xyzw, cb0[34].zzzz, l(16, 2, 4, 8)
mul r0.w, cb0[31].x, l(1.100000)
ine r1.yzw, r1.yyzw, l(0, 0, 0, 0)
mov r2.w, l(1.000000)
mov r3.xy, l(0,0,0,0)
loop
  ige r3.z, r3.y, l(16)
  breakc_nz r3.z
  if_nz cb0[34].z
    itof r3.z, r3.y
    add r3.z, r0.y, r3.z
    mad r3.z, r3.z, l(0.062500), r0.z
    mul r3.z, r0.x, r3.z
    mad r2.xyz, r3.zzzz, v2.xyzx, cb0[33].xyzx
    dp4 r4.x, cb0[5].xyzw, r2.xyzw
    dp4 r4.y, cb0[6].xyzw, r2.xyzw
    dp4 r3.z, cb0[7].xyzw, r2.xyzw
    dp4 r3.w, cb0[8].xyzw, r2.xyzw
    div r4.xyzw, r4.xyxy, r3.wwww
    mad r3.z, r3.z, cb0[25].x, -cb0[26].x
    ge r5.xy, r4.zwzz, l(0.000000, 0.000000, 0.000000, 0.000000)
    ge r5.zw, l(0.000000, 0.000000, 1.000000, 1.000000), r4.zzzw
    and r3.w, r5.z, r5.x
    and r3.w, r5.y, r3.w
    and r3.w, r5.w, r3.w
    ge r5.x, l(1.000000), r3.z
    and r3.w, r3.w, r5.x
    mul r5.xy, r4.zwzz, l(16500.000000, 16500.000000, 0.000000, 0.000000)
    sample_indexable(texture2d)(float,float,float,float) r5.xy, r5.xyxx, t1.xyzw, s2
    if_nz r3.w
      if_nz r1.x
        sample_c_lz_indexable(texture2d)(float,float,float,float) r5.z, r4.zwzz, t4.xxxx, s0, r3.z
      else
        mul r6.xyz, r0.wwww, r5.yxxy
        mov r6.w, -r6.x
        mul r7.xyzw, r6.xzzw, cb0[9].yyzz
        mad r7.xyzw, r6.zwxz, cb0[9].xxww, r7.xyzw
        add r7.xyzw, r4.zwzw, r7.xyzw
        sample_c_lz_indexable(texture2d)(float,float,float,float) r8.x, r7.xyxx, t4.xxxx, s0, r3.z
        sample_c_lz_indexable(texture2d)(float,float,float,float) r8.y, r7.zwzz, t4.xxxx, s0, r3.z
        mul r7.xyzw, r6.xyzw, cb0[10].yyzz
        mad r6.xyzw, r6.zwxz, cb0[10].xxww, r7.xyzw
        add r4.xyzw, r4.xyzw, r6.xyzw
        sample_c_lz_indexable(texture2d)(float,float,float,float) r8.z, r4.xyxx, t4.xxxx, s0, r3.z
        sample_c_lz_indexable(texture2d)(float,float,float,float) r8.w, r4.zwzz, t4.xxxx, s0, r3.z
        dp4 r3.z, r8.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
        mul r5.z, r3.z, r3.z
      endif
      mov r3.z, l(-1)
    else
      mov r5.z, l(1.000000)
    endif
    and r3.z, r3.z, r3.w
    not r3.z, r3.z
    and r3.z, r1.y, r3.z
    if_nz r3.z
      dp4 r4.x, cb0[1].xyzw, r2.xyzw
      dp4 r4.y, cb0[2].xyzw, r2.xyzw
      dp4 r3.z, cb0[3].xyzw, r2.xyzw
      dp4 r3.w, cb0[4].xyzw, r2.xyzw
      div r4.xy, r4.xyxx, r3.wwww
      mad r3.z, r3.z, cb0[25].y, -cb0[26].y
      ge r4.zw, r4.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
      ge r5.xy, l(1.000000, 1.000000, 0.000000, 0.000000), r4.xyxx
      and r3.w, r4.z, r5.x
      and r3.w, r4.w, r3.w
      and r3.w, r5.y, r3.w
      ge r4.z, l(1.000000), r3.z
      and r3.w, r3.w, r4.z
      if_nz r3.w
        sample_c_lz_indexable(texture2d)(float,float,float,float) r5.z, r4.xyxx, t6.xxxx, s0, r3.z
        mov r3.z, l(-1)
      else
        mov r5.z, l(1.000000)
      endif
      and r3.z, r3.z, r3.w
      not r3.z, r3.z
      and r3.z, r1.z, r3.z
      if_nz r3.z
        dp4 r4.x, cb0[19].xyzw, r2.xyzw
        dp4 r4.y, cb0[20].xyzw, r2.xyzw
        dp4 r3.z, cb0[21].xyzw, r2.xyzw
        dp4 r3.w, cb0[22].xyzw, r2.xyzw
        div r4.xy, r4.xyxx, r3.wwww
        mad r3.z, r3.z, cb0[25].z, -cb0[26].z
        ge r4.zw, r4.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
        ge r5.xy, l(1.000000, 1.000000, 0.000000, 0.000000), r4.xyxx
        and r3.w, r4.z, r5.x
        and r3.w, r4.w, r3.w
        and r3.w, r5.y, r3.w
        ge r4.z, l(1.000000), r3.z
        and r3.w, r3.w, r4.z
        if_nz r3.w
          sample_c_lz_indexable(texture2d)(float,float,float,float) r5.z, r4.xyxx, t3.xxxx, s0, r3.z
          mov r3.z, l(-1)
        else
          mov r5.z, l(1.000000)
        endif
        and r3.z, r3.z, r3.w
        not r3.z, r3.z
        and r3.z, r1.w, r3.z
        if_nz r3.z
          dp4 r4.x, cb0[27].xyzw, r2.xyzw
          dp4 r4.y, cb0[28].xyzw, r2.xyzw
          dp4 r3.z, cb0[29].xyzw, r2.xyzw
          dp4 r2.x, cb0[30].xyzw, r2.xyzw
          div r2.xy, r4.xyxx, r2.xxxx
          mad r2.z, r3.z, cb0[25].w, -cb0[26].w
          ge r3.zw, r2.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
          ge r4.xy, l(1.000000, 1.000000, 0.000000, 0.000000), r2.xyxx
          and r3.z, r3.z, r4.x
          and r3.z, r3.w, r3.z
          and r3.z, r4.y, r3.z
          ge r3.w, l(1.000000), r2.z
          and r3.z, r3.w, r3.z
          if_nz r3.z
            sample_c_lz_indexable(texture2d)(float,float,float,float) r5.z, r2.xyxx, t2.xxxx, s0, r2.z
          else
            mov r5.z, l(1.000000)
          endif
        endif
      endif
    endif
  else
    mov r5.z, l(1.000000)
  endif
  add r3.x, r3.x, r5.z
  iadd r3.y, r3.y, l(1)
endloop
mul o0.x, r0.x, cb0[24].y
mul o0.w, r3.x, l(0.062500)
mov o0.yz, l(0,1.000000,1.000000,0)
ret
// Approximately 138 instruction slots used

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