//Shadows PS from cache.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Fri Jan 14 20:06:40 2022
//
//
// Buffer Definitions:
//
// 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
//
// }
//
// cbuffer ConstBuf__materialData
// {
//
//   struct MaterialData
//   {
//
//       float3 LayerX_normal_matU;     // Index:    0
//       float3 LayerX_normal_matV;     // Index:    1
//       float3 LayerX_alpha_matU;      // Index:    2
//       float3 LayerX_alpha_matV;      // Index:    3
//       float LayerX_cst_AlphaBlendAmount;// Index:    3.w
//
//   } resourceTables__materialData;    // Index:    0 1 2 3          Components:    16
                                        // Textures:  t41-t42
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// resourceTables__viewData__smpLowAniso    sampler      NA          NA    2        1
// resourceTables__materialData.LayerX_normal    texture  float4          2d   41        1
// resourceTables__materialData.LayerX_alpha    texture  float4          2d   42        1
// ConstBuf__viewData                cbuffer      NA          NA    3        1
// ConstBuf__materialData            cbuffer      NA          NA    4        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
// TEXCOORD                 0   xy          2     NONE   float   xy
// NORMAL                   0   xyz         3     NONE   float   xyz
// TANGENT                  0   xyz         4     NONE   float   xyz
// BINORMAL                 0   xyz         5     NONE   float   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   x
// TEXCOORD                 8   xyz         7     NONE   float
//
//
// 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 cb3[36], immediateIndexed
dcl_constantbuffer cb4[4], immediateIndexed
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t41
dcl_resource_texture2d (float,float,float,float) t42
dcl_input_ps_siv linear noperspective v0.xyz, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.x
dcl_output o0.xyzw
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
dp3 r0.x, v4.xyzx, v4.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v4.xyzx
dp3 r0.w, v5.xyzx, v5.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v5.xyzx
dp2 r0.w, cb4[0].xyxx, cb4[0].xyxx
rsq r0.w, r0.w
mul r2.xy, r0.wwww, cb4[0].xyxx
mov r2.z, -r2.y
mov r3.xy, v2.xyxx
mov r3.z, l(1.000000)
dp3 r4.x, cb4[0].xyzx, r3.xyzx
dp3 r4.y, cb4[1].xyzx, r3.xyzx
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r4.xyxx, t41.xyzw, s2
mad r4.xyz, r4.xyzx, l(2.007874, 2.007874, 2.007874, 0.000000), l(-1.007874, -1.007874, -1.007874, 0.000000)
dp2 r5.y, r2.zxzz, r4.xyxx
dp2 r5.x, r2.xyxx, r4.xyxx
mov r5.z, r4.z
dp3 r0.w, r5.xyzx, r5.xyzx
sqrt r0.w, r0.w
max r0.w, r0.w, l(0.000010)
rcp r0.w, r0.w
mul r2.xyz, r0.wwww, r5.xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mul r1.xyz, r1.xyzx, r2.yyyy
mad r0.xyz, r2.xxxx, r0.xyzx, r1.xyzx
dp3 r0.w, v3.xyzx, v3.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v3.xyzx
mad r0.xyz, r2.zzzz, r1.xyzx, r0.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mad r0.w, v0.z, cb3[35].z, cb3[35].w
rcp r0.w, r0.w
mov r2.z, -r0.w
mul r4.xy, v0.xyxx, cb3[32].zwzz
mad r4.xy, r4.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mul r2.xy, r2.zzzz, r4.xyxx
mov r2.w, l(1.000000)

add r40.w, r2.z, -r40.y
mad r2.x, -r40.x, r40.w, r2.x

dp4 r5.x, r2.xyzw, cb3[12].xyzw
dp4 r5.y, r2.xyzw, cb3[13].xyzw
dp4 r5.z, r2.xyzw, cb3[14].xyzw
add r2.xyz, -r5.xyzx, cb3[31].xyzx

//Tessellation specular PS..
mul r41.xyz, r40.yyyy, cb3[16].xyzx
mul r41.w, cb3[16].x, cb3[16].x
mad r41.w, cb3[16].y, cb3[16].y, r41.w
mad r41.w, cb3[16].z, cb3[16].z, r41.w
div r41.xyz, r41.xyzx, r41.wwww
mad r2.x, r40.x, r41.x, r2.x
mad r2.y, r40.x, r41.y, r2.y
mad r2.z, r40.x, r41.z, r2.z

dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
dp3 r0.w, -r2.xyzx, r0.xyzx
add r0.w, r0.w, r0.w
mad r0.xyz, r0.xyzx, -r0.wwww, -r2.xyzx
mad r0.xyz, r0.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000), r5.xyzx
mov r0.w, l(1.000000)
dp4 r2.x, r0.xyzw, cb3[16].xyzw
dp4 r2.y, r0.xyzw, cb3[17].xyzw
dp4 r0.x, r0.xyzw, cb3[19].xyzw

add r40.w, r0.x, -r40.y
mad r2.x, r40.x, r40.w, r2.x

div r0.xy, r2.xyxx, r0.xxxx
add r0.xy, -r4.xyxx, r0.xyxx
dp3 r2.x, cb4[2].xyzx, r3.xyzx
dp3 r2.y, cb4[3].xyzx, r3.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.z, r2.xyxx, t42.yzxw, s2
dp2 r0.w, r4.xyxx, r4.xyxx
mul r2.xy, r4.xyxx, r4.xyxx
mul r2.xy, r2.xyxx, r2.xyxx
mad r2.xy, -r2.xyxx, r2.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
sqrt r0.w, r0.w
add_sat r0.w, -r0.w, l(2.000000)
mul r1.w, r0.w, r0.w
mad r0.w, -r0.w, l(2.000000), l(3.000000)
mul r0.w, r0.w, r1.w
add r3.xyz, -r5.xyzx, cb3[29].xyzx

//Tessellation specular PS..
mul r41.xyz, r40.yyyy, cb3[16].xyzx
mul r41.w, cb3[16].x, cb3[16].x
mad r41.w, cb3[16].y, cb3[16].y, r41.w
mad r41.w, cb3[16].z, cb3[16].z, r41.w
div r41.xyz, r41.xyzx, r41.wwww
mad r3.x, r40.x, r41.x, r3.x
mad r3.y, r40.x, r41.y, r3.y
mad r3.z, r40.x, r41.z, r3.z

dp3 r1.w, r3.xyzx, r3.xyzx
rsq r2.z, r1.w
mad r1.w, -r1.w, r2.z, l(5.000000)
mul r3.xyz, r2.zzzz, r3.xyzx
dp3 r1.x, r1.xyzx, r3.xyzx
min r1.x, |r1.x|, l(1.000000)
mul r0.w, r0.w, r1.x
mul r0.z, r0.w, r0.z
mul r0.z, r0.z, v6.x
mul r0.w, r1.w, l(0.200000)
max r0.w, r0.w, l(0.000000)
add r0.w, -r0.w, l(1.000000)
mul_sat r0.z, r0.w, r0.z
mul r0.z, r0.z, cb4[3].w
mul r0.xy, r0.zzzz, r0.xyxx
mul r0.xy, r2.xyxx, r0.xyxx
dp2 r0.z, r0.xyxx, r0.xyxx
mov o0.xy, r0.xyxx
sqrt r0.x, r0.z
mul r0.x, r0.x, l(5.000000)
ftou r0.yz, v0.xxyx
and r0.yz, r0.yyzy, l(0, 1, 1, 0)
ine r0.y, r0.z, r0.y
movc o0.z, r0.y, l(-1.000000), r0.x
mov r5.w, l(1.000000)
dp4 r0.x, r5.xyzw, cb3[2].xyzw
mov o0.w, -r0.x
ret
// Approximately 101 instruction slots used
