//3a916c01384dcee0-ps.txt
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.17672
//
//   using 3Dmigoto v1.2.27 on Sun Feb 07 01:11:53 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
//   float4 __InstancedMaterialOpacity[256];// Offset:   48 Size:  4096 [unused]
//
// }
//
// 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 [unused]
//   float3 __CameraPosition;           // Offset:  160 Size:    12
//   float __padding12;                 // Offset:  172 Size:     4 [unused]
//   float3 CameraDirection;            // Offset:  176 Size:    12
//   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
//   float4 FogParams2;                 // Offset:  400 Size:    16 [unused]
//   float4 FogParams3;                 // Offset:  416 Size:    16 [unused]
//   float3 GlobalAmbient;              // Offset:  432 Size:    12 [unused]
//   float __padding8;                  // Offset:  444 Size:     4 [unused]
//   float4 GlobalParams[16];           // Offset:  448 Size:   256 [unused]
//   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 InstanceBuffer
// {
//
//   struct InstanceStruct
//   {
//       
//       float4 InstanceParams[8];      // Offset:    0
//
//   } InstanceParameters[256];         // Offset:    0 Size: 32768
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SamplerGenericPointClamp          sampler      NA          NA   10        1
// SamplerGenericTrilinearWrap       sampler      NA          NA   11        1
// SamplerGenericBilinearClamp       sampler      NA          NA   13        1
// p_default_Material_n151_DepthBufferTexture_texture    texture  float4          2d    0        1
// p_default_Setup_5F691EA08298950_cp2_Param_texture    texture  float4          2d    1        1
// p_default_Setup_n11_n63_Texture_texture    texture  float4          2d    2        1
// p_default_Setup_n11_D3C0D0305579947_cp1_Param_texture    texture  float4          2d    3        1
// p_default_Setup_n9_n63_Texture_texture    texture  float4          2d    4        1
// p_default_Setup_n9_D3C0D0305579947_cp1_Param_texture    texture  float4          2d    5        1
// DrawableBuffer                    cbuffer      NA          NA    1        1
// SceneBuffer                       cbuffer      NA          NA    2        1
// MaterialBuffer                    cbuffer      NA          NA    3        1
// InstanceBuffer                    cbuffer      NA          NA    5        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      w
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyz         3     NONE   float   xyz 
// PSIZE                    0   x           4     NONE    uint   x   
// SV_IsFrontFace           0   x           5    FFACE    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[3], immediateIndexed
// dcl_constantbuffer cb2[46], immediateIndexed
dcl_constantbuffer cb2[82], immediateIndexed
dcl_constantbuffer cb3[6], immediateIndexed
dcl_constantbuffer cb5[2041], dynamicIndexed
dcl_sampler s10, mode_default
dcl_sampler s11, mode_default
dcl_sampler s13, 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_input_ps_siv linear noperspective v0.xyw, position
dcl_input_ps linear v1.w
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyz
dcl_input_ps constant v4.x
dcl_input_ps_sgv v5.x, is_front_face
dcl_output o0.xyzw
// dcl_temps 4
dcl_temps 6
dcl_resource_texture2d (float,float,float,float) t125
movc r0.xyz, v5.xxxx, v3.xyzx, -v3.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mad r1.xyzw, v0.xyxy, cb2[45].zwzw, cb2[45].xyxy
mad r2.xy, r1.zwzz, cb2[18].xyxx, cb2[18].zwzz
mul r2.xy, r2.xyxx, v0.wwww
mov r2.z, v0.w

//View space correction, therefore need the InvProj._m00
ld_indexable(texture2d)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw
add r5.w, v0.w, -r5.y
mul r5.w, r5.w, r5.x
mul r5.w, r5.w, cb2[81].x
add r2.x, r2.x, -r5.w


dp3 r0.w, -r2.xyzx, -r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, -r2.xyzx
dp3 r3.x, r2.xyzx, cb2[0].xyzx
dp3 r3.y, r2.xyzx, cb2[1].xyzx
dp3 r3.z, r2.xyzx, cb2[2].xyzx
dp3_sat r0.x, r0.xyzx, r3.xyzx
log r0.x, r0.x
mul r0.y, r0.x, cb3[3].z
mul r0.x, r0.x, cb3[5].y
exp r0.x, r0.x
mul_sat r0.x, r0.x, cb3[4].w
exp r0.y, r0.y
mul_sat r0.y, r0.y, cb3[3].w
add r0.xy, -r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
max r0.z, cb3[5].x, l(0.008000)
add r0.w, -r0.z, r0.y
add r0.y, -r0.w, r0.y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mul r2.xy, cb2[24].xxxx, cb3[2].zwzz
mad r2.xy, cb3[2].xyxx, v2.xyxx, r2.xyxx
sample_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t4.wxyz, s11
max r2.y, r2.x, l(0.000000)
min r2.y, r2.y, l(0.990000)
add r0.w, -r0.w, r2.y
mul_sat r0.y, r0.y, r0.w
mad r0.w, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.w
sample_indexable(texture2d)(float,float,float,float) r0.w, v2.xyxx, t5.yzwx, s13
add r0.w, r0.w, l(0.100000)
ishl r2.z, v4.x, l(3)
mad_sat r3.xy, cb5[r2.z + 0].xxxx, l(2.000000, 2.000000, 0.000000, 0.000000), -v2.ywyy
mad r0.w, r3.x, r0.w, l(-0.100000)
add r0.w, -r0.w, l(1.000000)
add r0.z, -r0.z, r0.w
add r0.w, -r0.z, r0.w
add r0.z, -r0.z, r2.y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul_sat r0.z, r0.w, r0.z
mad r0.w, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r0.w
min r0.y, r0.z, r0.y
mad r0.y, r2.x, r0.y, l(-1.000000)
add_sat r0.z, cb3[4].z, l(1.000000)
mad_sat r0.y, r0.z, r0.y, l(1.000000)
max r0.z, cb3[4].y, l(0.008000)
add r0.w, -r0.z, r0.x
add r0.x, -r0.w, r0.x
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
mul r2.xy, cb2[24].xxxx, cb3[1].xyxx
mad r2.xy, cb3[1].zwzz, v2.xyxx, r2.xyxx
sample_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t2.wxyz, s11
max r2.y, r2.x, l(0.000000)
min r2.y, r2.y, l(0.990000)
add r0.w, -r0.w, r2.y
mul_sat r0.x, r0.x, r0.w
mad r0.w, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.w
sample_indexable(texture2d)(float,float,float,float) r0.w, v2.zwzz, t3.yzwx, s13
add r0.w, r0.w, l(0.100000)
mad r0.w, r3.y, r0.w, l(-0.100000)
add r0.w, -r0.w, l(1.000000)
add r0.z, -r0.z, r0.w
add r0.w, -r0.z, r0.w
add r0.z, -r0.z, r2.y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul_sat r0.z, r0.w, r0.z
mad r0.w, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r0.w
min r0.x, r0.z, r0.x
mad r0.x, r2.x, r0.x, -r0.y
mul r0.zw, v2.zzzw, cb3[3].xxxy
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t1.yzxw, s11
add_sat r0.z, r0.z, cb3[4].x
mad_sat r0.x, r0.z, r0.x, r0.y
mul r0.x, r0.x, v1.w
add r0.y, cb3[5].z, cb5[r2.z + 0].z
add r0.z, -cb3[5].z, cb5[r2.z + 0].z
add r0.y, -r0.z, r0.y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mul r2.xyzw, r1.xyzw, v0.wwww
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.zwzz, t0.yzwx, s10
mad r0.w, r0.w, cb2[20].x, cb2[20].y
max r0.w, r0.w, l(0.000001)
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mov r1.xy, r2.zwzz
mov r2.z, v0.w
mov r2.w, l(1.000000)
mov r1.zw, r2.zzzw
dp4 r1.x, cb2[17].xyzw, r1.xyzw
add r0.z, -r0.z, r1.x
mul_sat r0.y, r0.y, r0.z
mad r0.z, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.z
mul r0.x, r0.y, r0.x
dp4 r1.x, cb2[15].xyzw, r2.xyzw
dp4 r1.y, cb2[16].xyzw, r2.xyzw
dp4 r1.z, cb2[17].xyzw, r2.xyzw
add r1.xyz, r1.xyzx, -cb2[10].xyzx
dp3 r0.y, r1.xyzx, cb2[11].xyzx
add r0.y, -r0.y, r0.w
max r0.y, r0.y, l(0.000000)
mul_sat r0.y, r0.y, cb3[0].y
mul r0.x, r0.y, r0.x
mov_sat r0.xyzw, r0.xxxx
add r1.x, r0.w, -cb1[2].x
mov o0.xyzw, r0.xyzw
lt r0.x, r1.x, l(0.000000)
discard_nz r0.x
ret 
// Approximately 123 instruction slots used
