//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sat Dec 30 15:44:35 2023
//
//
// Buffer Definitions:
//
// cbuffer Buffer1
// {
//
//   float _generated_dummy_variable_1; // Index:    0.x              Components:     1 [unused]
//   float cAlphaRef;                   // Index:    4.x              Components:     1
//   float4 cConstantColor;             // Index:    5.xyzw           Components:     4
//   float3 cFogColor;                  // Index:    7.xyz            Components:     3
//   float cSelfIllumScale;             // Index:   22.x              Components:     1
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// diffuse22DTex_sampler             sampler      NA          NA    0        1
// planarRef_sampler                 sampler      NA          NA    1        1
// diffuse22DTex                     texture  float4          2d    0        1
// planarRef                         texture  float4          2d    1        1
// Buffer1                           cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xy          3     NONE   float   xy
// TEXCOORD                 3     z         3     NONE   float     z
// SV_ClipDistance          0   x           4  CLIPDST   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyz
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[23], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, 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) t100
dcl_input_ps linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xy
dcl_input_ps linear v3.z
dcl_output o0.xyzw
dcl_output o1.xyz
dcl_temps 30
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture2d)(float,float,float,float) r14.xyzw, l(2, 0, 0, 0), t125.xyzw
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v3.xyxx, t0.xyzw, s0

//mov r21.xyw, v1.xyxw
//add r26.x, r21.w, -r4.y
//mul r26.x, r26.x, l(-0.5)
//mad r21.x, r4.x, r26.x, r21.x

div r1.xy, v1.xyxx, v1.wwww

ge r15.x, r14.x, l(5.0)
lt r15.y, r14.x, l(5.0)

mov r12.xy, r1.xyxx
mul r12.x, r12.x, l(0.5)
ieq r10.x, r4.z, l(-1.0)
and r10.x, r10.x, r15.x

ieq r10.y, r4.z, l(1.0)
and r10.y. r10.y, r15.y

or r10.x, r10.x, r10.y

if_nz r10.x
add r12.x, r12.x, l(0.5)
endif

sample_indexable(texture2d)(float,float,float,float) r1.xyz, r12.xyxx, t100.xyzw, s1

//sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t1.xyzw, s1
add r2.xyz, -r0.xyzx, r1.xyzx
mad r0.xyz, r2.xyzx, l(0.875000, 0.875000, 0.875000, 0.000000), r0.xyzx
mad r1.xyz, r1.xyzx, l(0.875000, 0.875000, 0.875000, 0.000000), -r0.xyzx
mad r0.xyz, r0.wwww, r1.xyzx, r0.xyzx
mul r0.xyz, r0.xyzx, cb1[22].xxxx
mov r0.w, l(1.000000)
mul r0.w, r0.w, cb1[5].w
ge r0.w, cb1[4].x, r0.w
discard_nz r0.w
dp3 r0.w, v2.xyzx, v2.xyzx
max r0.w, r0.w, l(0.000100)
rsq r0.w, r0.w
mul o1.xyz, r0.wwww, v2.xyzx
mad r1.xyz, r0.xyzx, cb1[5].xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r0.w, -v3.z, l(1.000000)
mad r0.xyz, r0.xyzx, cb1[5].xyzx, -cb1[7].xyzx
mad r0.xyz, v3.zzzz, r0.xyzx, cb1[7].xyzx
mad o0.xyz, r1.xyzx, r0.wwww, r0.xyzx
mov o0.w, cb1[5].w
ret
// Approximately 24 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sat Dec 30 15:44:35 2023
//
// cbuffer Buffer1 : register(b1)
// {
//   float _generated_dummy_variable_1 : packoffset(c0);
//   float cAlphaRef : packoffset(c4);
//   float4 cConstantColor : packoffset(c5);
//   float3 cFogColor : packoffset(c7);
//   float cSelfIllumScale : packoffset(c22);
// }
//
// SamplerState diffuse22DTex_sampler_s : register(s0);
// SamplerState planarRef_sampler_s : register(s1);
// Texture2D<float4> diffuse22DTex : register(t0);
// Texture2D<float4> planarRef : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Texture2D<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   float4 v1 : TEXCOORD0,
//   float4 v2 : TEXCOORD1,
//   float2 v3 : TEXCOORD2,
//   float w3 : TEXCOORD3,
//   float v4 : SV_ClipDistance0,
//   out float4 o0 : SV_Target0,
//   out float4 o1 : SV_Target1)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = diffuse22DTex.Sample(diffuse22DTex_sampler_s, v3.xy).xyzw;
//   r1.xy = v1.xy / v1.ww;
//   r1.xyz = planarRef.Sample(planarRef_sampler_s, r1.xy).xyz;
//   r2.xyz = r1.xyz + -r0.xyz;
//   r0.xyz = r2.xyz * float3(0.875,0.875,0.875) + r0.xyz;
//   r1.xyz = r1.xyz * float3(0.875,0.875,0.875) + -r0.xyz;
//   r0.xyz = r0.www * r1.xyz + r0.xyz;
//   r0.xyz = cSelfIllumScale * r0.xyz;
//   r0.w = 1;
//   r0.w = cConstantColor.w * r0.w;
//   r0.w = cmp(cAlphaRef >= r0.w);
//   if (r0.w != 0) discard;
//   r0.w = dot(v2.xyz, v2.xyz);
//   r0.w = max(9.99999975e-05, r0.w);
//   r0.w = rsqrt(r0.w);
//   o1.xyz = v2.xyz * r0.www;
//   r1.xyz = r0.xyz * cConstantColor.xyz + float3(-1,-1,-1);
//   r1.xyz = max(float3(0,0,0), r1.xyz);
//   r0.w = 1 + -w3.x;
//   r0.xyz = r0.xyz * cConstantColor.xyz + -cFogColor.xyz;
//   r0.xyz = w3.xzz * r0.xyz + cFogColor.xyz;
//   o0.xyz = r1.xyz * r0.www + r0.xyz;
//   o0.w = cConstantColor.w;
//   return;
// }
//////////////////////////////// HLSL Errors ////////////////////////////////
// E:\Epic\GhostbustersRemastered\ShaderFixes\fef11c64151a8a6c-ps_replace.txt(58,12-17): error X3018: invalid subscript 'xzz'
/////////////////////////////////////////////////////////////////////////////
