//388379a357909e11-ps.txt
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.17672
//
//   using 3Dmigoto v1.2.27 on Thu Feb 04 21:59:13 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
//
// }
//
// 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 [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
//   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
//   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
//
// }
//
//
// 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_n249_n276_n281_661830C016465534_cp0_Param_texture    texture  float4          2d    0        1
// p_default_Material_n252_n306_Texture_texture    texture  float4        cube    1        1
// p_default_Setup_n3_n138_Texture_texture    texture  float4          2d    2        1
// p_default_Setup_n17_n189_Texture_texture    texture  float4          2d    3        1
// p_default_Setup_n0_n68_Texture_texture    texture  float4          2d    4        1
// p_default_Material_n242_n254_Texture_texture    texture  float4          2d    5        1
// p_default_Setup_n0_n54_Texture_texture    texture  float4          2d    6        1
// p_default_Setup_n3_2FCBF5109468681_Param_texture    texture  float4          2d    7        1
// p_default_Material_n238_NormalBufferTexture_texture    texture  float4          2d    8        1
// p_default_Setup_n9_n54_Texture_texture    texture  float4          2d    9        1
// p_default_Setup_n3_586C1AD013233232_Param_texture    texture  float4          2d   10        1
// p_default_Setup_n6_4DF3FB3016561432_cp3_Param_texture    texture  float4          2d   11        1
// p_default_Setup_n9_n68_Texture_texture    texture  float4          2d   12        1
// LightAccumulation_texture         texture  float4          2d   51        1
// SpecularAccumulation_texture      texture  float4          2d   52        1
// AmbientAccumulation_texture       texture  float4          2d   53        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
// TEXCOORD                 0   xyzw        1     NONE   float   xy  
// TEXCOORD                 2   xyz         2     NONE   float   xyz 
// PSIZE                    0   x           3     NONE    uint   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
// SV_TARGET                1   x           1   TARGET   float   x   
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[259], dynamicIndexed
dcl_constantbuffer cb2[95], immediateIndexed
dcl_constantbuffer cb3[18], immediateIndexed
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_texturecube (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_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_resource_texture2d (float,float,float,float) t12
dcl_resource_texture2d (float,float,float,float) t51
dcl_resource_texture2d (float,float,float,float) t52
dcl_resource_texture2d (float,float,float,float) t53
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps constant v3.x
dcl_output o0.xyzw
dcl_output o1.x
// dcl_temps 8
dcl_temps 10
dcl_resource_texture2d (float,float,float,float) t125
mul r0.xy, v0.xyxx, l(0.250000, 0.250000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t5.xyzw, s11
mov r0.y, v3.x
mad r0.x, r0.x, cb1[r0.y + 3].y, cb1[r0.y + 3].z
add r0.y, -cb1[2].x, l(1.000000)
min r0.x, r0.x, r0.y
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mul r0.xy, cb2[24].xxxx, cb3[13].zwzz
mad r0.xy, v1.xyxx, cb3[13].xyxx, r0.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t3.xyzw, s11
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
add r0.z, -cb3[14].x, cb3[17].y
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mov r1.z, v0.w
mov r1.w, l(1.000000)
mad r2.xyzw, v0.xyxy, cb2[45].zwzw, cb2[45].xyxy
mul r3.xyzw, r2.zwxy, v0.wwww
mov r1.xy, r3.zwzz
dp4 r4.x, cb2[15].xyzw, r1.xyzw

//Screen space correction, therefore need the '0.5'
ld_indexable(texture2d)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
add r9.w, v0.w, -r9.y
mul r9.w, r9.w, r9.x
mul r9.w, r9.w, l(0.5)
add r1.x, r1.x, -r9.w


dp4 r4.y, cb2[16].xyzw, r1.xyzw
dp4 r4.z, cb2[17].xyzw, r1.xyzw
mov r3.zw, r1.zzzw
add r1.xyz, r4.xyzx, -cb2[10].xyzx
dp3 r0.w, r1.xyzx, cb2[11].xyzx
add r0.w, r0.w, -cb3[14].x
mul_sat r0.z, r0.z, r0.w
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.z, r0.z, l(1.000000)
add r0.w, cb3[7].w, -cb3[14].y
mad r0.z, r0.z, r0.w, cb3[14].y
mul r0.xy, r0.xyxx, r0.zzzz
mov r0.z, l(0)
add r0.xyz, r0.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
deriv_rty_fine r1.xy, v1.xyxx
deriv_rtx_fine r2.xy, v1.xyxx
mul r0.w, r1.x, r2.y
mad r0.w, r2.x, r1.y, -r0.w
mov r1.z, -r2.y
lt r1.x, r0.w, l(0.000000)
lt r0.w, l(0.000000), |r0.w|
movc r1.x, r1.x, l(-1.000000), l(1.000000)
mul r1.yz, r1.yyzy, r1.xxxx
dp4 r1.w, cb2[15].xyzw, r3.xyzw
deriv_rty_fine r4.x, r1.w
deriv_rtx_fine r5.z, r1.w
dp4 r1.w, cb2[16].xyzw, r3.xyzw
dp4 r2.x, cb2[17].xyzw, r3.xyzw
deriv_rty_fine r4.y, r1.w
deriv_rtx_fine r5.x, r1.w
deriv_rty_fine r4.z, r2.x
deriv_rtx_fine r5.y, r2.x
dp3 r1.w, v2.xyzx, v2.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, v2.xyzx
dp3 r1.w, r4.xyzx, r3.xyzx
mad r4.xyz, -r1.wwww, r3.xyzx, r4.xyzx
mul r6.xyz, r1.zzzz, r4.xyzx
dp3 r1.z, r5.zxyz, r3.xyzx
mad r5.xyz, -r1.zzzz, r3.yzxy, r5.xyzx
mad r1.yzw, r5.zzxy, r1.yyyy, r6.xxyz
dp3 r2.x, r1.yzwy, r1.yzwy
rsq r2.x, r2.x
mul r6.xyz, r1.yzwy, r2.xxxx
movc r1.yzw, r0.wwww, r6.xxyz, r1.yyzw
mul r6.xyz, r1.zwyz, r3.zxyz
mad r6.xyz, r3.yzxy, r1.wyzw, -r6.xyzx
mul r7.xyz, r3.zxyz, r5.xyzx
mad r5.xyz, r3.yzxy, r5.yzxy, -r7.xyzx
dp3 r0.w, r4.xyzx, r5.xyzx
lt r0.w, r0.w, l(0.000000)
movc r0.w, r0.w, l(-1.000000), l(1.000000)
mul r0.w, r0.w, r1.x
mul r4.xyz, r0.wwww, r6.xyzx
mul r5.xyz, r0.yyyy, r4.xyzx
mad r0.xyw, r0.xxxx, r1.yzyw, r5.xyxz
mad r0.xyz, r0.zzzz, r3.xyzx, r0.xywx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mov r5.z, v0.w
mad r2.xy, r2.zwzz, cb2[18].xyxx, cb2[18].zwzz
mul r5.xy, r2.xyxx, v0.wwww

//View space correction, therefore need the InvProj._m00
ld_indexable(texture2d)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
add r9.w, v0.w, -r9.y
mul r9.w, r9.w, r9.x
mul r9.w, r9.w, cb2[81].x
add r5.x, r5.x, -r9.w


dp3 r0.w, -r5.xyzx, -r5.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, -r5.xyzx
dp3 r6.z, r5.xyzx, cb2[2].xyzx
dp3 r6.x, r5.xyzx, cb2[0].xyzx
dp3 r6.y, r5.xyzx, cb2[1].xyzx
dp3 r0.z, -r6.xyzx, r0.xyzx
add r0.z, r0.z, r0.z
mad r0.xy, r0.xyxx, -r0.zzzz, -r6.xyxx
mul r0.xy, r0.xyxx, cb3[14].wwww
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t11.yxzw, s11
mul r0.yz, v1.xxyx, cb3[11].zzwz
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t11.yxzw, s11
mul r0.y, r0.y, cb3[15].x
mul_sat r0.x, r0.y, r0.x
mul r5.xyzw, v1.xyxy, cb3[9].xyzw
sample_indexable(texture2d)(float,float,float,float) r0.yz, r5.zwzz, t2.zxyw, s11
sample_indexable(texture2d)(float,float,float,float) r5.xyz, r5.xyxx, t9.xyzw, s11
mad r0.yz, r0.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
mul r4.xyz, r4.xyzx, r0.zzzz
mad r1.xyz, r0.yyyy, r1.yzwy, r4.xyzx
dp2 r0.y, r0.yzyy, r0.yzyy
add r0.y, -r0.y, l(1.000000)
max r0.y, r0.y, l(0.000000)
sqrt r0.y, r0.y
mad r0.yzw, r0.yyyy, r3.xxyz, r1.xxyz
dp3 r0.y, r0.yzwy, r0.yzwy
rsq r0.y, r0.y
mul r0.y, r0.y, r0.w
mad_sat r0.y, r0.y, l(0.500000), l(0.500000)
mad r0.zw, cb2[24].xxxx, cb3[11].xxxy, v1.xxxy
mul r0.zw, r0.zzzw, cb3[12].zzzw
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t7.yzxw, s11
add r0.y, r0.y, r0.z
mad_sat r1.x, r0.y, cb3[16].x, cb3[15].y
mul r0.yz, v1.xxyx, cb3[8].xxyx
mul r0.yz, r0.yyzy, cb3[8].zzwz
sample_indexable(texture2d)(float,float,float,float) r1.y, r0.yzyy, t10.xyzw, s11
mov r1.z, l(1.000000)
dp3_sat r0.y, cb3[7].xyzx, r1.xyzx
mul r1.xyz, r0.yyyy, cb3[5].xyzx
mul r3.xyzw, v1.xyxy, cb3[10].xyzw
sample_indexable(texture2d)(float,float,float,float) r0.zw, r3.zwzz, t12.zwxy, s11
sample_indexable(texture2d)(float,float,float,float) r2.xy, r3.xyxx, t4.xyzw, s11
mul r3.xyz, r2.xxxx, cb3[4].xyzx
mad r4.xyz, cb3[0].xyzx, r0.zzzz, -r3.xyzx
add r0.z, r0.w, -r2.y
mad r0.z, r0.y, r0.z, r2.y
add r0.z, r0.z, l(2.000000)
mul r0.z, r0.z, l(0.010000)
mad r3.xyz, r0.yyyy, r4.xyzx, r3.xyzx
mad r1.xyz, r1.xyzx, cb3[14].zzzz, -r3.xyzx
mad r1.xyz, r0.xxxx, r1.xyzx, r3.xyzx
mul r0.xzw, r0.zzzz, r1.xxyz
dp3 r1.x, r1.xyzx, l(0.299000, 0.587000, 0.114000, 0.000000)
mul r1.x, r1.x, cb3[15].w
sample_indexable(texture2d)(float,float,float,float) r1.yzw, r2.zwzz, t8.wxyz, s10
dp3 r2.x, r1.yzwy, r6.xyzx
mul r1.yzw, r1.yyzw, r2.xxxx
add_sat r2.x, -r2.x, l(1.000000)
log r2.x, r2.x
mul r2.x, r2.x, cb3[15].z
exp r2.x, r2.x
mul r2.x, r0.y, r2.x
mul r1.x, r1.x, r2.x
mul_sat r1.x, r1.x, l(0.200000)
sqrt o1.x, r1.x
mad r1.xyz, r1.yzwy, l(2.000000, 2.000000, 2.000000, 0.000000), -r6.xyzx
sample_indexable(texturecube)(float,float,float,float) r1.xyz, r1.xyzx, t1.xyzw, s11
mul r1.xyz, r1.xyzx, cb3[16].wwww
add r3.xyz, -cb3[2].xyzx, cb3[6].xyzx
mad r3.xyz, r0.yyyy, r3.xyzx, cb3[2].xyzx
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r2.zwzz, t51.xyzw, s13
add r3.xyz, r3.xyzx, r4.xyzx
ftoi r4.xy, v0.xyxx
mov r4.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r4.xyz, r4.xyzw, t53.xyzw
add r3.xyz, r3.xyzx, r4.xyzx
add r1.w, cb3[16].z, cb3[16].y
add_sat r1.w, -r1.w, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r2.x, r2.zwzz, t0.xyzw, s10
sample_indexable(texture2d)(float,float,float,float) r2.yzw, r2.zwzz, t52.wxyz, s13
mad r1.w, cb3[16].y, r2.x, r1.w
mul r2.x, r2.x, r2.x
mad_sat r1.w, r2.x, cb3[16].z, r1.w
add r4.xyz, -cb2[94].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad_sat r4.xyz, r1.wwww, r4.xyzx, cb2[94].xyzx
mul r3.xyz, r3.xyzx, r4.xyzx
mul r2.xyz, r2.yzwy, r4.xyzx
max r1.w, r3.y, r3.x
max r1.w, r3.z, r1.w
add_sat r1.w, r1.w, cb3[17].x
mul r1.xyz, r1.wwww, r1.xyzx
mad r1.xyz, r1.xyzx, r0.yyyy, r2.xyzx
mul r0.xzw, r0.xxzw, r1.xxyz
mul r1.xy, v1.xyxx, cb3[12].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t6.xyzw, s11
mul r1.xyz, r1.xyzx, cb3[3].xyzx
mad r2.xyz, r5.xyzx, cb3[1].xyzx, -r1.xyzx
mad r1.xyz, r0.yyyy, r2.xyzx, r1.xyzx
mad r0.xyz, r3.xyzx, r1.xyzx, r0.xzwx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret 
// Approximately 192 instruction slots used
