//Shadows PS from cache.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Fri Jan 14 20:08:00 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 material_dudv1_matU;    // Index:    0
//       float3 material_dudv1_matV;    // Index:    1
//       float3 Layer0_alpha_matU;      // Index:    2
//       float3 Layer0_alpha_matV;      // Index:    3
//       float3 emissive_line_opacity_matU;// Index:    4
//       float3 emissive_line_opacity_matV;// Index:    5
//       float material_cst_DuDvScale1; // Index:    5.w
//       float Layer0_cst_AlphaBlendAmount;// Index:    6
//       float Layer0_cst_AlphaReference;// Index:    6.y
//       float emissive_line_cst_AlphaReference;// Index:    6.z
//       float emissive_line_cst_EmissiveIntensity;// Index:    6.w
//
//   } resourceTables__materialData;    // Index:    0-6              Components:    28
                                        // Textures:  t41-t45
//
// }
//
//
// 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__passData.depthTexture    texture  float4          2d    0        1
// resourceTables__materialData.material_dudv1    texture  float4          2d   41        1
// resourceTables__materialData.Layer0_alpha    texture  float4          2d   42        1
// resourceTables__materialData.emissive_line_opacity    texture  float4          2d   44        1
// resourceTables__materialData.emissive_line_alpha    texture  float4          2d   45        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
// BINORMAL                 0   xyz         5     NONE   float
// 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[7], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t41
dcl_resource_texture2d (float,float,float,float) t42
dcl_resource_texture2d (float,float,float,float) t44
dcl_resource_texture2d (float,float,float,float) t45
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 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
mov r0.xy, v2.xyxx
mov r0.z, l(1.000000)
dp3 r1.x, cb4[0].xyzx, r0.xyzx
dp3 r1.y, cb4[1].xyzx, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xy, r1.xyxx, t41.xyzw, s1
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-0.996078432, -0.996078432, 0.000000, 0.000000)
mov r1.z, -r1.x
mad r1.xy, r1.zyzz, cb4[5].wwww, v2.xyxx
mov r1.z, l(1.000000)
dp3 r2.x, cb4[2].xyzx, r1.xyzx
dp3 r2.y, cb4[3].xyzx, r1.xyzx
dp3 r1.x, cb4[4].xyzx, r0.xyzx
dp3 r1.y, cb4[5].xyzx, r0.xyzx
dp3 r3.x, l(-0.00000361999014, -1.000000, 1.00000179, 0.000000), r0.xyzx
dp3 r3.y, l(1.000000, -0.00000361999014, 0.00000181794167, 0.000000), r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.x, r2.xyxx, t42.xyzw, s2
mad_sat r0.x, r0.x, v6.x, -cb4[6].y
sample_indexable(texture2d)(float,float,float,float) r0.y, r1.xyxx, t44.yxzw, s1
sample_indexable(texture2d)(float,float,float,float) r0.z, r3.xyxx, t45.yzxw, s1
mul r0.z, r0.z, v6.x
mad_sat r0.y, r0.z, r0.y, -cb4[6].z
mul r0.y, r0.y, l(0.363770)
mad_sat r0.x, r0.x, cb4[6].x, r0.y
ge r0.y, l(0.000100), r0.x
discard_nz r0.y
mul r0.yz, v0.xxyx, cb3[32].zzwz
mad r0.yz, r0.yyzy, l(0.000000, 2.000000, -2.000000, 0.000000), l(0.000000, -1.000000, 1.000000, 0.000000)
mad r0.w, v0.z, cb3[35].z, cb3[35].w
rcp r0.w, r0.w
mov r1.z, -r0.w
mul r1.xy, r0.yzyy, 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 r2.x, r1.xyzw, cb3[12].xyzw
dp4 r2.y, r1.xyzw, cb3[13].xyzw
dp4 r2.z, r1.xyzw, cb3[14].xyzw
dp3 r0.w, v3.xyzx, v3.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v3.xyzx
ftoi r3.xy, v0.xyxx
mov r2.w, l(1.000000)
dp4 r0.w, r2.xyzw, cb3[2].xyzw
mov r3.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.w, r3.xyzw, t0.yzwx
add_sat r1.w, r0.w, r1.w
lt r2.w, l(0.500000), r1.w
add r3.x, -r1.w, l(1.000000)
movc r1.w, r2.w, r3.x, r1.w
add r1.w, r1.w, r1.w
mul r3.x, r1.w, r1.w
mul r1.w, r1.w, r3.x
mul r3.x, r1.w, l(0.500000)
mad r1.w, -r1.w, l(0.500000), l(1.000000)
movc r1.w, r2.w, r1.w, r3.x
mul r0.x, r0.x, r1.w
add r3.xyz, -r2.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 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 r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
dp3 r1.w, -r3.xyzx, r1.xyzx
add r1.w, r1.w, r1.w
mad r1.xyz, r1.xyzx, -r1.wwww, -r3.xyzx
add r1.xyz, r2.xyzx, -r1.xyzx
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb3[16].xyzw
dp4 r2.y, r1.xyzw, cb3[17].xyzw
dp4 r1.x, r1.xyzw, cb3[19].xyzw

add r40.w, r1.x, -r40.y
mad r2.x, r40.x, r40.w, r2.x

div r1.xy, r2.xyxx, r1.xxxx
add r1.xy, -r0.yzyy, r1.xyxx
mul r1.xy, r0.xxxx, r1.xyxx
mul r0.xy, r0.yzyy, r0.yzyy
mul r0.xy, r0.xyxx, r0.xyxx
mad r0.xy, -r0.xyxx, r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mul o0.xy, r0.xyxx, r1.xyxx
mov o0.w, -r0.w
ftou r0.xy, v0.xyxx
and r0.xy, r0.xyxx, l(1, 1, 0, 0)
ine r0.x, r0.y, r0.x
and o0.z, r0.x, l(0xbf800000)
ret
// Approximately 79 instruction slots used
