//73bd863086903485-ps.txt
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.17672
//
//   using 3Dmigoto v1.2.27 on Fri Jan 29 09:00:50 2016
//
//
// Buffer Definitions: 
//
// cbuffer DrawableBuffer
// {
//
//   float4 FogColor;                   // Offset:    0 Size:    16 [unused]
//   float4 DebugColor;                 // Offset:   16 Size:    16 [unused]
//   float AlphaThreshold;              // Offset:   32 Size:     4 [unused]
//   float4 __InstancedMaterialOpacity[256];// Offset:   48 Size:  4096
//
// }
//
// cbuffer SceneBuffer
// {
//
//   row_major float4x4 View;           // Offset:    0 Size:    64
//   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
//   float3 __CameraPosition;           // Offset:  160 Size:    12
//   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
//   float4 DepthToView;                // Offset:  288 Size:    16
//   float4 OneOverDepthToView;         // Offset:  304 Size:    16 [unused]
//   float4 DepthToW;                   // Offset:  320 Size:    16
//   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
//   float4 FogParams3;                 // Offset:  416 Size:    16
//   float3 GlobalAmbient;              // Offset:  432 Size:    12 [unused]
//   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
//   float4 VolumetricLightGlobalParams;// Offset: 1536 Size:    16
//   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
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SamplerGenericTrilinearWrap       sampler      NA          NA   11        1
// SamplerGenericBilinearClamp       sampler      NA          NA   13        1
// p_default_Material_n37_n69_fogCube_texture    texture  float4        cube    0        1
// p_default_Setup_97F9AAF010955015_cp1_Param_texture    texture  float4          2d    1        1
// p_default_Setup_n6_Texture_texture    texture  float4        cube    2        1
// p_default_Setup_F5BA69F012017724_cp0_Param_texture    texture  float4          2d    3        1
// AttenuationSampler_texture        texture  float4          2d   44        1
// VolumetricLightIntensity_texture    texture  float4          3d   59        1
// DrawableBuffer                    cbuffer      NA          NA    1        1
// SceneBuffer                       cbuffer      NA          NA    2        1
// MaterialBuffer                    cbuffer      NA          NA    3        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy w
// COLOR                    0   xyzw        1     NONE   float   xyzw
// COLOR                    1   xyzw        2     NONE   float   xyz 
// TEXCOORD                 0   xyzw        3     NONE   float   xy  
// TEXCOORD                 1   xyzw        4     NONE   float      w
// TEXCOORD                 2   xyz         5     NONE   float   xyz 
// TEXCOORD                 3   xyz         6     NONE   float   xyz 
// TEXCOORD                 4   xyz         7     NONE   float       
// PSIZE                    0   x           8     NONE    uint   x   
//
//
// 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 cb1[259], dynamicIndexed
dcl_constantbuffer cb2[97], immediateIndexed
dcl_constantbuffer cb3[2], immediateIndexed
dcl_sampler s11, mode_default
dcl_sampler s13, mode_default
dcl_resource_texturecube (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texturecube (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t44
dcl_resource_texture3d (float,float,float,float) t59
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xy
dcl_input_ps linear v4.w
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyz
dcl_input_ps constant v8.x
dcl_output o0.xyzw
// dcl_temps 7
dcl_temps 9
dcl_resource_texture2d (float,float,float,float) t125
mad r0.xyzw, v0.xyxy, cb2[45].zwzw, cb2[45].xyxy
mul r1.xy, r0.zwzz, v0.wwww
mov r1.z, v0.w
mov r1.w, l(1.000000)

//Screen space correction, therefore need the '0.5'
ld_indexable(texture2d)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw
add r8.w, v0.w, -r8.y
mul r8.w, r8.w, r8.x
mul r8.w, r8.w, l(0.5)
add r1.x, r1.x, -r8.w


dp4 r2.x, cb2[15].xyzw, r1.xyzw
dp4 r2.y, cb2[16].xyzw, r1.xyzw
dp4 r2.z, cb2[17].xyzw, r1.xyzw
mad r1.xy, r0.xyxx, cb2[18].xyxx, cb2[18].zwzz
mul r1.xy, r1.xyxx, v0.wwww
mov r1.z, v0.w

//View space correction, therefore need the InvProj._m00
ld_indexable(texture2d)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw
add r8.w, v0.w, -r8.y
mul r8.w, r8.w, r8.x
mul r8.w, r8.w, cb2[81].x
add r1.x, r1.x, -r8.w


dp3 r0.w, -r1.xyzx, -r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, -r1.xyzx
dp3 r3.x, r1.xyzx, cb2[0].xyzx
dp3 r3.y, r1.xyzx, cb2[1].xyzx
dp3 r3.z, r1.xyzx, cb2[2].xyzx
dp3 r0.w, v6.xyzx, v6.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v6.xyzx
mul r4.xyz, r1.zxyz, v5.yzxy
mad r4.xyz, r1.yzxy, v5.zxyz, -r4.xyzx
sample_indexable(texture2d)(float,float,float,float) r5.xy, v3.xyxx, t1.xyzw, s11
mad r5.xy, r5.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.w, r5.xyxx, r5.xyxx
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
sqrt r5.z, r0.w
sample_indexable(texture2d)(float,float,float,float) r0.w, v3.xyxx, t3.yzwx, s11
mov r6.x, cb3[0].w
mov r6.z, l(1.000000)
mul r5.xyz, r5.xyzx, r6.xxzx
mul r4.xyz, r4.xyzx, r5.yyyy
mad r1.xyz, r5.xxxx, r1.xyzx, r4.xyzx
mad r1.xyz, r5.zzzz, v5.xyzx, r1.xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
dp3 r1.w, r3.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, r1.wwww
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), -r3.xyzx
sample_indexable(texturecube)(float,float,float,float) r1.xyz, r1.xyzx, t2.xyzw, s11
mul r1.xyz, r1.xyzx, cb3[1].xxxx
mul r1.xyz, r1.xyzx, cb3[0].xyzx
mul_sat r0.w, r0.w, v1.w
mad r1.xyz, v1.xyzx, v2.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, v4.wwww
eq r1.w, cb2[95].w, l(0.000000)
movc r3.xyz, r1.wwww, cb2[95].xyzx, cb2[35].xyzx
max r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r3.xyz, r3.xyzx
mul r3.xyz, r3.xyzx, cb2[26].yyyy
exp r3.xyz, r3.xyzx
add r2.xyw, r2.xyxz, -cb2[10].xyxz
mad r4.x, r2.z, cb2[9].y, cb2[25].y
mov r4.yw, cb2[25].zzzz
sample_l_indexable(texture2d)(float,float,float,float) r1.w, r4.xyxx, t44.xzwy, s13, l(0.000000)
dp3 r2.z, r2.xywx, r2.xywx
sqrt r2.z, r2.z
lt r3.w, l(0.000000), cb2[26].w
if_nz r3.w
  mul r4.xy, r2.xyxx, cb2[9].wwww
  mad r5.x, cb2[25].w, r2.y, r4.x
  mad r5.y, -cb2[25].w, r2.x, r4.y
  mov r5.z, r2.w
  sample_indexable(texturecube)(float,float,float,float) r2.xyw, r5.xyzx, t0.xywz, s11
  add r2.xyw, r2.xyxw, -cb2[95].xyxz
  mad r2.xyw, cb2[26].wwww, r2.xyxw, cb2[95].xyxz
else 
  mov r2.xyw, cb2[95].xyxz
endif 
max r2.xyw, r2.xyxw, l(0.000000, 0.000000, 0.000000, 0.000000)
log r2.xyw, r2.xyxw
mul r2.xyw, r2.xyxw, cb2[26].yyyy
exp r2.xyw, r2.xyxw
mad r4.z, r2.z, cb2[9].x, cb2[25].x
sample_l_indexable(texture2d)(float,float,float,float) r2.z, r4.zwzz, t44.yzxw, s13, l(0.000000)
mad r2.xyw, cb2[26].xxxx, r2.xyxw, -r1.xyxz
mad r1.xyz, r2.zzzz, r2.xywx, r1.xyzx
mad r2.xyz, cb2[26].xxxx, r3.xyzx, -r1.xyzx
mad r1.xyz, r1.wwww, r2.xyzx, r1.xyzx
div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), cb2[20].y
add r1.w, -r1.w, v0.w
rcp r2.x, cb2[96].x
mul r1.w, r1.w, r2.x
rsq r1.w, |r1.w|
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.w
mov_sat r0.xyz, r0.xyzx
mad r0.xyz, r0.xyzx, l(1.000000, 1.000000, 0.984375, 0.000000), l(0.000000, 0.000000, -0.0117187500, 0.000000)
sample_l_indexable(texture3d)(float,float,float,float) r0.xyz, r0.xyzx, t59.xyzw, s13, l(0.000000)
add o0.xyz, r0.xyzx, r1.xyzx
mov r0.x, v8.x
mul o0.w, r0.w, cb1[r0.x + 3].x
ret 
// Approximately 93 instruction slots used
