// MANUALLY DUMPED [ShaderRegexTemporalAO2] Exception. Survival vision.
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Tue May 25 22:31:55 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   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[53], immediateIndexed
dcl_constantbuffer cb1[65], immediateIndexed
dcl_constantbuffer cb2[2], immediateIndexed
dcl_constantbuffer cb3[23], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (uint,uint,uint,uint) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_output o0.xyzw
dcl_temps 7
dcl_resource_texture2d (float,float,float,float) t125
mov r0.zw, l(0,0,0,0)
mad r1.xy, cb1[2].xyxx, l(0.003125, 0.003125, 0.000000, 0.000000), l(-2.000000, -2.000000, 0.000000, 0.000000)
round_pi r1.xy, r1.xyxx
max r1.xy, r1.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
min r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000)
mul r1.zw, r1.xxxy, cb3[21].wwww
mul r1.xy, r1.xyxx, cb3[20].xxxx
mul r2.xy, r1.xyxx, cb1[3].zwzz
mul r1.xy, r1.zwzz, cb1[3].zwzz
add r3.xy, v0.xyxx, -cb1[1].xyxx
mad r3.xy, r3.xyxx, cb1[2].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r3.xy, r3.xyxx, v0.wwww
mov r3.z, v0.w
mul r3.xyz, r3.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)

//ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw
//add r6.w, r3.z, -r6.y
//mad r3.x, -r6.x, r6.w, r3.x
div r3.xy, r3.xyxx, r3.zzzz
mad r3.xy, r3.xyxx, cb0[52].xyxx, cb0[52].wzww
mov r1.z, l(0)
add r3.zw, -r1.yyyz, r3.xxxy
max r3.zw, r3.zzzw, cb1[64].xxxy
min r3.zw, r3.zzzw, cb1[64].zzzw
mul r3.zw, r3.zzzw, cb1[3].xxxy
ftoi r0.xy, r3.zwzz
ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t0.xyzw
mad r0.x, r0.x, cb0[51].z, -cb0[51].w
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
mul r0.yz, r3.xxyx, cb1[3].xxyx
ftoi r4.xy, r0.yzyy
mov r4.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.y, r4.xyww, t0.yxzw
mad r0.y, r0.y, cb0[51].z, -cb0[51].w
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.x, -r0.x, r0.y
mad r0.zw, l(0.000000, 0.000000, -1.000000, -1.000000), r1.zzzx, r3.xxxy
add r1.xyzw, r1.yzzx, r3.xyxy
max r1.xyzw, r1.xyzw, cb1[64].xyxy
min r1.xyzw, r1.xyzw, cb1[64].zwzw
mul r1.xyzw, r1.xyzw, cb1[3].xyxy
max r0.zw, r0.zzzw, cb1[64].xxxy
min r0.zw, r0.zzzw, cb1[64].zzzw
mul r0.zw, r0.zzzw, cb1[3].xxxy
ftoi r5.xy, r0.zwzz
mov r5.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.z, r5.xyzw, t0.yzxw
mad r0.z, r0.z, cb0[51].z, -cb0[51].w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
add r0.z, -r0.z, r0.y
add r0.x, r0.z, r0.x
ftoi r5.xy, r1.xyxx
ftoi r1.xy, r1.zwzz
mov r5.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.z, r5.xyzw, t0.yzxw
mad r0.z, r0.z, cb0[51].z, -cb0[51].w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
add r0.z, -r0.z, r0.y
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.w, r1.xyzw, t0.yzwx
mad r0.w, r0.w, cb0[51].z, -cb0[51].w
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
add r0.w, -r0.w, r0.y
add r0.z, r0.w, r0.z
add r0.x, r0.x, r0.z
div r0.x, r0.x, cb3[22].x
mad r0.z, cb3[21].z, l(2.000000), l(1.000000)
mad_sat r0.x, r0.x, r0.z, -cb3[21].z
ld_indexable(texture2d)(float,float,float,float) r0.z, r4.xyzw, t2.yzxw
ld_indexable(texture2d)(uint,uint,uint,uint) r0.w, r4.xyww, t1.xzwy
utof r0.w, r0.w
mul r0.z, r0.z, r0.z
mad r0.z, r0.z, cb0[51].z, -cb0[51].w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
add r1.x, r0.z, l(-1.000000)
add r0.z, -r0.z, r0.y
mad r1.x, cb3[22].y, r1.x, l(1.000000)
div r1.yz, r0.yyyy, cb2[1].xxyx
add_sat r1.yz, -r1.yyzy, l(0.000000, 1.000000, 1.000000, 0.000000)
mul r1.xy, r1.xxxx, r1.yzyy
mul r0.x, r0.x, r1.x
mul r0.z, r0.z, r1.y
round_pi_sat r0.z, r0.z
mul r0.z, r0.z, cb3[22].z
mov r1.xzw, l(0,0,0,0)
mov r1.y, -cb1[3].w
add r1.xy, r3.xyxx, r1.xyxx
max r1.xy, r1.xyxx, cb1[64].xyxx
min r1.xy, r1.xyxx, cb1[64].zwzz
mul r1.xy, r1.xyxx, cb1[3].xyxx
ftoi r1.xy, r1.xyxx
ld_indexable(texture2d)(uint,uint,uint,uint) r1.x, r1.xyzw, t1.yxzw
utof r1.x, r1.x
min r1.xy, r1.xxxx, l(255.000000, 1.000000, 0.000000, 0.000000)
mad r0.x, r1.y, r0.x, r0.z
min r0.z, r0.w, l(1.000000)
add r0.z, -r0.z, l(1.000000)
mul r0.z, r0.z, r1.x
max r0.z, r0.w, r0.z
add_sat r0.w, r0.z, -cb3[22].w
mul_sat r0.x, r0.w, r0.x
add_sat r0.w, r0.z, -cb3[19].z
add r0.z, r0.z, -cb3[18].x
add r0.x, r0.w, r0.x
mov r2.z, l(0)
add r1.xy, -r2.yzyy, r3.xyxx
max r1.xy, r1.xyxx, cb1[64].xyxx
min r1.xy, r1.xyxx, cb1[64].zwzz
mul r1.xy, r1.xyxx, cb1[3].xyxx
ftoi r1.xy, r1.xyxx
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.x, r1.xyzw, t0.xyzw
mad r1.x, r1.x, cb0[51].z, -cb0[51].w
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
add r1.x, r0.y, -r1.x
mad r1.yz, l(0.000000, -1.000000, -1.000000, 0.000000), r2.zzxz, r3.xxyx
add r2.xyzw, r2.yzzx, r3.xyxy
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r3.xyxx, t3.xyzw, s0
max r2.xyzw, r2.xyzw, cb1[64].xyxy
min r2.xyzw, r2.xyzw, cb1[64].zwzw
mul r2.xyzw, r2.xyzw, cb1[3].xyxy
max r1.yz, r1.yyzy, cb1[64].xxyx
min r1.yz, r1.yyzy, cb1[64].zzwz
mul r1.yz, r1.yyzy, cb1[3].xxyx
ftoi r4.xy, r1.yzyy
mov r4.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.y, r4.xyzw, t0.yxzw
mad r1.y, r1.y, cb0[51].z, -cb0[51].w
div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), r1.y
add r1.y, r0.y, -r1.y
add r1.x, r1.y, r1.x
ftoi r4.xy, r2.xyxx
ftoi r2.xy, r2.zwzz
mov r4.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.y, r4.xyzw, t0.yxzw
mad r1.y, r1.y, cb0[51].z, -cb0[51].w
div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), r1.y
add r1.y, r0.y, -r1.y
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.z, r2.xyzw, t0.yzxw
mad r1.z, r1.z, cb0[51].z, -cb0[51].w
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
add r0.y, r0.y, -r1.z
add r0.y, r0.y, r1.y
add r0.y, r1.x, r0.y
div r0.y, r0.y, cb3[20].y
mad r1.x, cb3[19].w, l(2.000000), l(1.000000)
mad_sat r0.y, r0.y, r1.x, -cb3[19].w
mul r0.y, r0.y, cb2[0].w
mad r0.y, r0.y, cb3[20].z, -r0.w
mad r0.y, cb3[20].w, r0.y, r0.w
mul r1.xyz, r3.xyzx, cb3[19].xxxx
dp3 r0.w, r1.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
mad r1.xy, cb3[18].ywyy, l(2.000000, 2.000000, 0.000000, 0.000000), l(1.000000, 1.000000, 0.000000, 0.000000)
mad_sat r0.w, r0.w, r1.y, -cb3[18].w
mul r1.yzw, r3.xxyz, cb3[18].zzzz
dp3 r1.y, r1.yzwy, l(0.300000, 0.590000, 0.110000, 0.000000)
mad_sat r1.x, r1.y, r1.x, -cb3[18].y
add r0.w, r0.w, -r1.x
mad r0.y, r0.y, r0.w, r1.x
mul r0.y, r0.y, cb3[21].x
mov_sat r0.w, r0.z
add r1.xyz, cb3[3].xyzx, -cb3[4].xyzx
mad r1.xyz, r0.wwww, r1.xyzx, cb3[4].xyzx
add r2.xyz, -r1.xyzx, cb3[6].xyzx
add_sat r4.xyzw, r0.zzzz, l(-1.000000, -2.000000, -3.000000, -4.000000)
add_sat r0.zw, r0.zzzz, l(0.000000, 0.000000, -5.000000, -6.000000)
mad r1.xyz, r4.xxxx, r2.xyzx, r1.xyzx
add r2.xyz, -r1.xyzx, cb3[8].xyzx
mad r1.xyz, r4.yyyy, r2.xyzx, r1.xyzx
add r2.xyz, -r1.xyzx, cb3[10].xyzx
mad r1.xyz, r4.zzzz, r2.xyzx, r1.xyzx
add r2.xyz, -r1.xyzx, cb3[12].xyzx
mad r1.xyz, r4.wwww, r2.xyzx, r1.xyzx
add r2.xyz, -r1.xyzx, cb3[14].xyzx
mad r1.xyz, r0.zzzz, r2.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, cb2[0].yyyy
mad r2.xyz, cb2[0].yyyy, r0.yyyy, -r1.xyzx
mad r0.yzw, r0.wwww, r2.xxyz, r1.xxyz
mad r0.yzw, r0.yyzw, cb3[21].yyyy, -r3.xxyz
mul r0.xyz, r0.yzwy, r0.xxxx
mad r0.xyz, cb2[0].xxxx, r0.xyzx, r3.xyzx
mov o0.w, r3.w
add r0.xyz, r0.xyzx, cb3[15].xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
ret
// Approximately 0 instruction slots used
