//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.17672
//
//   using 3Dmigoto v1.2.27 on Mon Feb 08 02:06:29 2016
//
//
// Buffer Definitions: 
//
// cbuffer SceneBuffer
// {
//
//   row_major float4x4 View;           // Offset:    0 Size:    64 [unused]
//   row_major float4x4 ScreenMatrix;   // Offset:   64 Size:    64 [unused]
//   float2 DepthExportScale;           // Offset:  128 Size:     8 [unused]
//   float2 __padding0;                 // Offset:  136 Size:     8 [unused]
//   float4 FogParams;                  // Offset:  144 Size:    16 [unused]
//   float3 __CameraPosition;           // Offset:  160 Size:    12 [unused]
//   float __padding12;                 // Offset:  172 Size:     4 [unused]
//   float3 CameraDirection;            // Offset:  176 Size:    12 [unused]
//   float __padding9;                  // Offset:  188 Size:     4 [unused]
//   float3 DepthFactors;               // Offset:  192 Size:    12 [unused]
//   float __padding10;                 // Offset:  204 Size:     4 [unused]
//   float3 ShadowDepthBiasAndLightType;// Offset:  208 Size:    12 [unused]
//   float __padding11;                 // Offset:  220 Size:     4 [unused]
//   float4 SubframeViewport;           // Offset:  224 Size:    16 [unused]
//   row_major float3x4 DepthToWorld;   // Offset:  240 Size:    48 [unused]
//   float4 DepthToView;                // Offset:  288 Size:    16 [unused]
//   float4 OneOverDepthToView;         // Offset:  304 Size:    16 [unused]
//   float4 DepthToW;                   // Offset:  320 Size:    16 [unused]
//   float4 ClipPlane;                  // Offset:  336 Size:    16 [unused]
//   float2 ViewportDepthScaleOffset;   // Offset:  352 Size:     8 [unused]
//   float2 __padding1;                 // Offset:  360 Size:     8 [unused]
//   float2 ColorDOFDepthScaleOffset;   // Offset:  368 Size:     8 [unused]
//   float2 __padding2;                 // Offset:  376 Size:     8 [unused]
//   float4 TimeVector;                 // Offset:  384 Size:    16 [unused]
//   float4 FogParams2;                 // Offset:  400 Size:    16 [unused]
//   float4 FogParams3;                 // Offset:  416 Size:    16 [unused]
//   float3 GlobalAmbient;              // Offset:  432 Size:    12
//   float __padding8;                  // Offset:  444 Size:     4 [unused]
//   float4 GlobalParams[16];           // Offset:  448 Size:   256
//   float4 ViewToFogH;                 // Offset:  704 Size:    16 [unused]
//   float4 ScreenExtents;              // Offset:  720 Size:    16
//   float2 ScreenResolution;           // Offset:  736 Size:     8 [unused]
//   float2 __padding3;                 // Offset:  744 Size:     8 [unused]
//   float4 PSSMToMap1Lin;              // Offset:  752 Size:    16 [unused]
//   float4 PSSMToMap1Const;            // Offset:  768 Size:    16 [unused]
//   float4 PSSMToMap2Lin;              // Offset:  784 Size:    16 [unused]
//   float4 PSSMToMap2Const;            // Offset:  800 Size:    16 [unused]
//   float4 PSSMToMap3Lin;              // Offset:  816 Size:    16 [unused]
//   float4 PSSMToMap3Const;            // Offset:  832 Size:    16 [unused]
//   float4 PSSMDistances;              // Offset:  848 Size:    16 [unused]
//   row_major float4x4 WorldToPSSM0;   // Offset:  864 Size:    64 [unused]
//   row_major float4x4 PrevViewProject;// Offset:  928 Size:    64 [unused]
//   row_major float4x4 PrevWorld;      // Offset:  992 Size:    64 [unused]
//   row_major float4x4 ViewT;          // Offset: 1056 Size:    64 [unused]
//   float4 PSSMExtents;                // Offset: 1120 Size:    16 [unused]
//   float4 ShadowAtlasResolution;      // Offset: 1136 Size:    16 [unused]
//   float4 UnitRimData[3];             // Offset: 1152 Size:    48 [unused]
//   float3 __CameraPositionForCorrection;// Offset: 1200 Size:    12 [unused]
//   float __padding7;                  // Offset: 1212 Size:     4 [unused]
//   row_major float4x4 CameraViewProject;// Offset: 1216 Size:    64 [unused]
//   float4 BackBufferResolution;       // Offset: 1280 Size:    16 [unused]
//   row_major float4x4 InverseProjection;// Offset: 1296 Size:    64 [unused]
//   float4 StereoOffset;               // Offset: 1360 Size:    16 [unused]
//   row_major float4x4 Projection;     // Offset: 1376 Size:    64 [unused]
//   row_major float4x4 ViewInv;        // Offset: 1440 Size:    64 [unused]
//   float4 ColorSSAO;                  // Offset: 1504 Size:    16 [unused]
//   float4 GlobalFogColor;             // Offset: 1520 Size:    16 [unused]
//   float4 VolumetricLightGlobalParams;// Offset: 1536 Size:    16 [unused]
//   float4 SnowParams01;               // Offset: 1552 Size:    16 [unused]
//   float4 SnowParams02;               // Offset: 1568 Size:    16 [unused]
//   float4 SnowParams03;               // Offset: 1584 Size:    16 [unused]
//   int SSREnabled;                    // Offset: 1600 Size:     4 [unused]
//   int __padding4;                    // Offset: 1604 Size:     4 [unused]
//   int __padding5;                    // Offset: 1608 Size:     4 [unused]
//   int __padding6;                    // Offset: 1612 Size:     4 [unused]
//
// }
//
// cbuffer MaterialBuffer
// {
//
//   float4 MaterialParams[512];        // Offset:    0 Size:  8192
//
// }
//
// cbuffer IrradianceBuffer
// {
//
//   float4 IrradianceStateRed0;        // Offset:    0 Size:    16
//   float4 IrradianceStateRed1;        // Offset:   16 Size:    16
//   float4 IrradianceStateGreen0;      // Offset:   32 Size:    16
//   float4 IrradianceStateGreen1;      // Offset:   48 Size:    16
//   float4 IrradianceStateBlue0;       // Offset:   64 Size:    16
//   float4 IrradianceStateBlue1;       // Offset:   80 Size:    16
//   float4 IrradianceStateBase;        // Offset:   96 Size:    16
//   float4 IrradianceConstantData;     // Offset:  112 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SamplerGenericPointClamp          sampler      NA          NA   10        1
// SamplerGenericTrilinearWrap       sampler      NA          NA   11        1
// p_default_Material_n122_n166_661830C016465534_cp0_Param_texture    texture  float4          2d    0        1
// p_default_Setup_n0_n72_Texture_texture    texture  float4          2d    1        1
// p_default_Material_n123_n145_49EF29C0204713_cp0_Param_texture    texture  float4          2d    2        1
// p_default_Material_n123_n145_19B9FD0C15847118_Param_texture    texture  float4          2d    3        1
// p_default_Setup_n31_n109_NormalBufferTexture_texture    texture  float4          2d    5        1
// p_default_Material_n123_n144_661830C016465534_cp0_Param_texture    texture  float4          2d    6        1
// SceneBuffer                       cbuffer      NA          NA    2        1
// MaterialBuffer                    cbuffer      NA          NA    3        1
// IrradianceBuffer                  cbuffer      NA          NA    6        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy  
// TEXCOORD                 0   xyzw        1     NONE   float   xy  
// PSIZE                    0   x           2     NONE    uint       
//
//
// 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 cb2[46], immediateIndexed
dcl_constantbuffer cb3[4], immediateIndexed
dcl_constantbuffer cb6[7], immediateIndexed
dcl_sampler s10, mode_default
dcl_sampler s11, 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) 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_output o0.xyzw
dcl_temps 5
mad r0.xy, v0.xyxx, cb2[45].zwzz, cb2[45].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t5.xyzw, s10
mul r2.xyz, r1.yyyy, cb2[40].xyzx
mad r1.xyw, r1.xxxx, cb2[39].xyxz, r2.xyxz
mad r1.xyz, r1.zzzz, cb2[41].xyzx, r1.xywx
mul r0.z, r1.y, r1.y
mad r1.w, r1.x, r1.x, -r0.z
dp4 r2.x, r1.xyzw, cb6[1].xyzw
dp4 r2.y, r1.xyzw, cb6[3].xyzw
dp4 r2.z, r1.xyzw, cb6[5].xyzw
mul r3.xyzw, r1.yzzz, r1.xxyz
mad r0.z, r1.z, l(0.500000), l(0.500000)
dp4 r1.x, r3.xyzw, cb6[0].xyzw
dp4 r1.y, r3.xyzw, cb6[2].xyzw
dp4 r1.z, r3.xyzw, cb6[4].xyzw
add r1.xyz, r2.xyzx, r1.xyzx
add r1.xyz, r1.xyzx, cb6[6].xyzx
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.xyz, cb2[27].xyzx, -cb2[38].xyzx
mad r2.xyz, r0.zzzz, r2.xyzx, cb2[38].xyzx
add r1.xyz, r1.xyzx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t3.xyzw, s11
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t2.xyzw, s11
add r3.xyz, r1.xyzx, r2.xyzx
ftoi r4.xy, v0.xyxx
mov r4.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.w, r4.xyww, t6.yzwx
ld_indexable(texture2d)(float,float,float,float) r1.w, r4.xyzw, t0.yzwx
mad r1.xyz, r0.wwww, r3.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, r1.wwww
max r0.x, r0.y, r0.x
max r0.x, r0.z, r0.x
mad r0.x, r0.x, r0.x, r0.x
mul r0.x, r0.x, l(0.500000)
mul r0.xyz, r0.xxxx, r2.xyzx
dp3 r0.w, r2.xyzx, l(0.299000, 0.587000, 0.114000, 0.000000)
max r0.w, r0.w, l(0.000010)
div r0.xyz, r0.xyzx, r0.wwww
mul r0.xyz, r0.xyzx, r1.wwww
mul r0.xyz, r0.xyzx, cb3[1].xyzx
mad r2.xy, v1.xyxx, cb3[2].xyxx, cb3[2].zwzz
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r2.xyxx, t1.xyzw, s11
mul r2.xyz, r2.xyzx, cb3[0].xyzx
mad_sat o0.w, r2.w, cb3[0].w, cb3[3].x
mad r0.xyz, r2.xyzx, r1.xyzx, r0.xyzx
mul o0.xyz, r0.xyzx, cb2[29].wwww
ret 
// Approximately 47 instruction slots used
