//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Sat Feb 05 19:22:24 2022
//
//
// Buffer Definitions:
//
// cbuffer ConstBuf__passData
// {
//
//   struct PassDataDepth
//   {
//
//       float4x4 worldToBoatCap;       // Index:    0
//       float3 cameraPosInBoatSpace;   // Index:    4
//
//   } resourceTables__passData;        // Index:    0-4.z            Components:    19
//
// }
//
// cbuffer ConstBuf__modelData
// {
//
//   struct ModelData
//   {
//
//       uint lightGroupID;             // Index:    0
//       uint modelFlags;               // Index:    0.y
//       float lodFade;                 // Index:    0.z
//       float displacementBlend;       // Index:    0.w
//       int turbulenceDataIdx;         // Index:    1
//       int instanceOffset;            // Index:    1.y
//       int characterFxIdx;            // Index:    1.z
//       uint debugRenderChannel;       // Index:    1.w
//       uint decayWriteOffset;         // Index:    2
//       uint decayWriteMaxCount;       // Index:    2.y
//       uint decayAtomicCounterIndex;  // Index:    2.z
//       float modelAlpha;              // Index:    2.w
//       float emissiveScale;           // Index:    3
//       float desaturationScale;       // Index:    3.y
//       float decayCoverageEstimation; // Index:    3.z
//       float3 quantScale;             // Index:    4
//       float3 quantBias;              // Index:    5
//
//   } resourceTables__modelData;       // Index:    0-5.z            Components:    23
//
// }
//
// cbuffer ConstBuf__viewData
// {
//
//   struct ViewData
//   {
//
//       float4x4 view;                 // Index:    0
//       float4x4 invView;              // Index:    4
//       float4x4 proj;                 // Index:    8
//       float4x4 invViewProjNoZReproj; // Index:   12
//       float4x4 viewProj;             // Index:   16
//       float4x4 invViewProj;          // Index:   20
//       float4x4 previousViewProj;     // Index:   24
//       float4 prevLodEyePos;          // Index:   28
//       float4 lodEyePos;              // Index:   29
//       float4 viewDirDepthBias;       // Index:   30
//       float3 eyePos;                 // Index:   31
//       float2 viewportSize;           // Index:   32
//       float2 invViewportSize;        // Index:   32.z
//       float4 mirrorPlaneWS;          // Index:   33
//       float2 mirrorViewportSize;     // Index:   34
//       float2 opaqueRefractionViewportSize;// Index:   34.z
//       float windTime;                // Index:   35
//       float deltaTime;               // Index:   35.y
//       float depthReprojectScale;     // Index:   35.z
//       float depthReprojectBias;      // Index:   35.w
//       uint shadowViewType;           // Index:   36
//       float normalDepthBias;         // Index:   36.y
//       float noNormalAA;              // Index:   36.z
//       float noNormalFromAlpha;       // Index:   36.w
//       float noOpaqueTransparency;    // Index:   37
//       float translucentAmount;       // Index:   37.y
//       uint framePhase;               // Index:   37.z
//       float cameraAmbientExposure;   // Index:   37.w
//       float fxExposure;              // Index:   38
//       float fxAmbientExposure;       // Index:   38.y
//       uint checkerboardPhase;        // Index:   38.z
//       float sparkleIntensityScale;   // Index:   38.w
//
//   } resourceTables__viewData;        // Index:    0-38             Components:   156
                                        // Texture:   t6
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// resourceTables__viewData__smpLinear    sampler      NA          NA    1        1
// resourceTables__viewData__smpLowAniso    sampler      NA          NA    2        1
// resourceTables__viewData.blueNoiseTexture    texture   float     2darray    6        1
// resourceTables__materialData.layer_0__diffuse    texture  float4          2d    9        1
// resourceTables__materialData.layer_0__opacity    texture  float4          2d   13        1
// ConstBuf__passData                cbuffer      NA          NA    0        1
// ConstBuf__modelData               cbuffer      NA          NA    1        1
// ConstBuf__viewData                cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyz
// VERT_ID                  0   x           1     NONE    uint   x
// TEXCOORD                 0   xy          2     NONE   float   xy
// NORMAL                   0   xyz         3     NONE   float
// TEXCOORD                 5   xyzw        4     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[5], immediateIndexed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_constantbuffer cb2[38], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2darray (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t13
dcl_input_ps_siv linear noperspective v0.xyz, position
dcl_input_ps constant v1.x
dcl_input_ps linear v2.xy
dcl_temps 50
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r40.xyzw, l(0, 0, 0, 0), t125.xyzw
ne r0.x, l(1.000000), cb1[2].w
if_nz r0.x
  if_z cb2[36].x
    ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb2[37].x
    if_z r0.x
      and r0.x, v1.x, l(0x00ffffff)
      ftoi r0.yz, v0.xxyx
      iadd r0.x, r0.x, l(1)
      and r0.x, r0.x, l(7)
      imad r0.xy, r0.xxxx, l(7, 7, 0, 0), r0.yzyy
      and r0.xy, r0.xyxx, l(63, 63, 0, 0)
      and r0.z, l(7), cb2[37].z
      mov r0.w, l(0)
      ld_indexable(texture2darray)(float,float,float,float) r0.x, r0.xyzw, t6.xyzw
    else
      mov r0.x, l(0)
    endif
  else
    mov r0.x, l(0)
  endif
  ge r0.x, r0.x, cb1[2].w
  discard_nz r0.x
endif
sample_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t9.wxyz, s2
sample_indexable(texture2d)(float,float,float,float) r0.y, v2.xyxx, t13.yxzw, s1
mov_sat r0.x, r0.x
mul r0.z, r0.y, r0.x
lt r0.w, r0.x, l(0.500000)
dp2 r0.z, r0.zzzz, r0.xxxx
add r1.x, -r0.x, l(1.000000)
add r1.x, r1.x, r1.x
mad r0.x, -r0.x, r0.y, l(1.000000)
mad r0.x, -r1.x, r0.x, l(1.000000)
movc_sat r0.x, r0.w, r0.z, r0.x
ge r0.x, l(0.000000), r0.x
discard_nz r0.x
mul r0.xy, v0.xyxx, cb2[32].zwzz
mad r0.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mad r0.z, v0.z, cb2[35].z, cb2[35].w
rcp r0.z, r0.z
mov r1.z, -r0.z
mul r1.xy, r0.xyxx, r1.zzzz
mov r1.w, l(1.000000)

add r40.w, r1.z, -r40.y
mad r1.x, -r40.x, r40.w, r1.x

dp4 r0.x, r1.xyzw, cb2[12].xyzw
dp4 r0.y, r1.xyzw, cb2[13].xyzw
dp4 r0.z, r1.xyzw, cb2[14].xyzw
ge r1.x, cb0[4].y, l(0.300000)
mov r0.w, l(1.000000)
dp4 r2.x, r0.xyzw, cb0[0].xyzw
dp4 r1.y, r0.xyzw, cb0[1].xyzw
dp4 r2.y, r0.xyzw, cb0[2].xyzw
dp4 r0.x, r0.xyzw, cb0[3].xyzw
lt r0.y, r1.y, l(0.300000)
and r0.y, r0.y, r1.x
div r0.xz, r2.xxyx, r0.xxxx
add r0.xw, r0.xxxx, l(4.64999962, 0.000000, 0.000000, -4.64999962)
mul r0.z, r0.z, r0.z
mad r0.xz, r0.xxwx, r0.xxwx, r0.zzzz
ge r0.xz, l(27.039997, 0.000000, 27.039997, 0.000000), r0.xxzx
and r0.x, r0.z, r0.x
and r0.x, r0.x, r0.y
discard_nz r0.x
ushr r0.x, v1.x, l(24)
ubfe r0.y, l(7), l(24), v1.x
utof r0.y, r0.y
mul r0.y, r0.y, l(0.00787401572)
and r0.x, r0.x, l(128)
movc r0.x, r0.x, -r0.y, r0.y
ieq r0.y, l(0), cb2[36].x
and r0.z, l(64), cb1[0].y
ine r0.z, r0.z, l(0)
or r0.y, r0.z, r0.y
ne r0.z, r0.x, l(0.000000)
if_nz r0.z
  ftou r0.zw, v0.xxxy
  and r1.xy, r0.zwzz, l(63, 63, 0, 0)
  and r1.z, l(7), cb2[37].z
  mov r1.w, l(0)
  ld_indexable(texture2darray)(float,float,float,float) r0.z, r1.xyzw, t6.yzxw
  lt r0.w, l(0.000000), r0.x
  add r1.x, -r0.x, l(1.000000)
  lt r1.x, r1.x, r0.z
  add r0.x, r0.x, l(1.000000)
  ge r0.x, r0.x, r0.z
  movc r0.x, r0.w, r1.x, r0.x
  mov r0.z, l(-1)
else
  mov r0.x, l(0)
endif
and r0.x, r0.z, r0.x
and r0.x, r0.x, r0.y
discard_nz r0.x
ret
// Approximately 93 instruction slots used
