//Shadows PS from cache.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Fri Jan 14 20:06:39 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
//
// }
//
//
// 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__materialData.material_dudv1    texture  float4          2d   41        1
// resourceTables__materialData.layer_4__normal    texture  float4          2d   48        1
// ConstBuf__viewData                cbuffer      NA          NA    3        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                 8   xyz         6     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_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t41
dcl_resource_texture2d (float,float,float,float) t48
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_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, v5.xyzx, v5.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v5.xyzx
mul r1.xy, v2.xyxx, l(80.000000, 80.000000, 0.000000, 0.000000)
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)
mad r1.xy, r1.xyxx, l(-0.015564, 0.015564, 0.000000, 0.000000), l(-0.0777587965, -0.0777587965, 0.000000, 0.000000)
deriv_rtx_fine r1.zw, v2.xxxy
deriv_rty_fine r2.xy, v2.yxyy
mul r0.w, r1.w, r2.y
mad r0.w, r1.z, r2.x, -r0.w
mad r1.z, v0.z, cb3[35].z, cb3[35].w
rcp r1.z, r1.z
mov r2.z, -r1.z
mul r1.zw, v0.xxxy, cb3[32].zzzw
mad r1.zw, r1.zzzw, l(0.000000, 0.000000, 2.000000, -2.000000), l(0.000000, 0.000000, -1.000000, 1.000000)
mul r2.xy, r2.zzzz, r1.zwzz
mov r2.w, l(1.000000)

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

dp4 r3.x, r2.xyzw, cb3[12].xyzw
dp4 r3.y, r2.xyzw, cb3[13].xyzw
dp4 r3.z, r2.xyzw, cb3[14].xyzw
deriv_rtx_fine r2.xyz, r3.zxyz
deriv_rty_fine r4.xyz, r3.yzxy
mul r5.xyz, r2.xyzx, r4.xyzx
mad r2.xyz, r2.zxyz, r4.yzxy, -r5.xyzx
dp3 r2.x, r2.xyzx, r2.xyzx
sqrt r2.x, r2.x
div r0.w, |r0.w|, r2.x
lt r2.x, l(0.000000), r2.x
sqrt r0.w, r0.w
and r0.w, r0.w, r2.x
dp3 r2.x, v3.xyzx, v3.xyzx
rsq r2.x, r2.x
mul r2.xyz, r2.xxxx, v3.xyzx
add r4.xyz, -r3.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 r4.x, r40.x, r41.x, r4.x
mad r4.y, r40.x, r41.y, r4.y
mad r4.z, r40.x, r41.z, r4.z

dp3 r2.w, r4.xyzx, r4.xyzx
rsq r2.w, r2.w
mul r4.xyz, r2.wwww, r4.xyzx
dp3 r2.w, r4.xyzx, r2.xyzx
max r2.w, r2.w, l(0.000100)
div r4.xyz, r4.xyzx, r2.wwww
mul r4.xyz, r4.xyzx, l(0.134766, 0.134766, 0.134766, 0.000000)
dp3 r2.w, -r4.xyzx, v4.xyzx
dp3 r4.y, -r4.xyzx, v5.xyzx
mov r4.x, -r2.w
mad r1.xy, -r4.xyxx, r0.wwww, r1.xyxx
add r1.xy, r1.xyxx, v2.xyxx
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r1.xyxx, t48.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)
dp3 r0.w, r4.xyzx, r4.xyzx
sqrt r0.w, r0.w
max r0.w, r0.w, l(0.000010)
rcp r0.w, r0.w
mul r4.xyz, r0.wwww, r4.xyzx
mul r5.xyz, r4.zzzz, l(0.000000, 0.000000, 4.000000, 0.000000)
div r5.xyz, r5.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000)
mad r4.xyz, -r4.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000), r5.xyzx
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r4.xyzx
mul r0.xyz, r0.xyzx, r4.yyyy
dp3 r0.w, v4.xyzx, v4.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, v4.xyzx
mad r0.xyz, r4.xxxx, r5.xyzx, r0.xyzx
mad r0.xyz, r4.zzzz, r2.xyzx, r0.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
add r2.xyz, -r3.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(-0.250000, -0.250000, -0.250000, 0.000000), r3.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, cb3[16].xyzw
dp4 r1.y, r0.xyzw, cb3[17].xyzw
dp4 r0.x, r0.xyzw, cb3[19].xyzw

add r40.w, r0.x, -r40.y
mad r1.x, r40.x, r40.w, r1.x

div r0.xy, r1.xyxx, r0.xxxx
add r0.xy, -r1.zwzz, r0.xyxx
mul r0.zw, r1.zzzw, r1.zzzw
mul r0.zw, r0.zzzw, r0.zzzw
mad r0.zw, -r0.zzzw, r0.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
mul r0.xy, r0.xyxx, l(0.650000, 0.650000, 0.000000, 0.000000)
mul o0.xy, r0.zwzz, r0.xyxx
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)
mov r3.w, l(1.000000)
dp4 r0.x, r3.xyzw, cb3[2].xyzw
mov o0.w, -r0.x
ret
// Approximately 96 instruction slots used
