//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 material_dudv1_matU;    // Index:    0
//       float3 material_dudv1_matV;    // Index:    1
//       float3 LayerX_normal_matU;     // Index:    2
//       float3 LayerX_normal_matV;     // Index:    3
//       float3 LayerX_opacity_matU;    // Index:    4
//       float3 LayerX_opacity_matV;    // Index:    5
//       float3 LayerX_alpha_matU;      // Index:    6
//       float3 LayerX_alpha_matV;      // Index:    7
//       float3 LayerHighlight_opacity_matU;// Index:    8
//       float3 LayerHighlight_opacity_matV;// Index:    9
//       float3 LayerHighlight_alpha_matU;// Index:   10
//       float3 LayerHighlight_alpha_matV;// Index:   11
//       float LayerX_cst_AlphaBlendAmount;// Index:   11.w
//       float LayerHighlight_cst_AlphaBlendAmount;// Index:   12
//
//   } resourceTables__materialData;    // Index:    0-12.x           Components:    49
                                        // Textures:  t41-t44
//
// }
//
//
// 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.LayerX_normal    texture  float4          2d   42        1
// resourceTables__materialData.LayerX_opacity    texture  float4          2d   43        1
// resourceTables__materialData.LayerX_alpha    texture  float4          2d   44        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
// TEXCOORD                 1   xy          3     NONE   float   xy
// NORMAL                   0   xyz         4     NONE   float   xyz
// TANGENT                  0   xyz         5     NONE   float   xyz
// BINORMAL                 0   xyz         6     NONE   float   xyz
// TEXCOORD                 5   xyzw        7     NONE   float   x
// TEXCOORD                 8   xyz         8     NONE   float
// SV_IsFrontFace           0   x           9    FFACE    uint   x
//
//
// 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[13], 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) t42
dcl_resource_texture2d (float,float,float,float) t43
dcl_resource_texture2d (float,float,float,float) t44
dcl_input_ps_siv linear noperspective v0.xyz, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xy
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.x
dcl_input_ps_sgv v9.x, is_front_face
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
mul r0.xy, v0.xyxx, cb3[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, cb3[35].z, cb3[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 r2.x, r1.xyzw, cb3[12].xyzw
dp4 r2.y, r1.xyzw, cb3[13].xyzw
dp4 r2.z, r1.xyzw, cb3[14].xyzw
movc r1.xyz, v9.xxxx, v4.xyzx, -v4.xyzx
dp3 r0.z, r1.xyzx, r1.xyzx
rsq r0.z, r0.z
mul r1.xyz, r0.zzzz, r1.xyzx
dp2 r0.z, cb4[2].xyxx, cb4[2].xyxx
rsq r0.z, r0.z
mul r3.xy, r0.zzzz, cb4[2].xyxx
mov r4.xy, v2.xyxx
mov r4.z, l(1.000000)
dp3 r5.x, cb4[2].xyzx, r4.xyzx
dp3 r5.y, cb4[3].xyzx, r4.xyzx
mov r6.xy, v3.xyxx
mov r6.z, l(1.000000)
dp3 r7.x, cb4[4].xyzx, r6.xyzx
dp3 r7.y, cb4[5].xyzx, r6.xyzx
dp3 r8.x, cb4[6].xyzx, r4.xyzx
dp3 r8.y, cb4[7].xyzx, r4.xyzx
dp3 r9.x, cb4[8].xyzx, r6.xyzx
dp3 r9.y, cb4[9].xyzx, r6.xyzx
dp3 r6.x, cb4[10].xyzx, r4.xyzx
dp3 r6.y, cb4[11].xyzx, r4.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.z, r7.xyxx, t43.yzxw, s1
sample_indexable(texture2d)(float,float,float,float) r0.w, r8.xyxx, t44.yzwx, s2
mul r0.w, r0.w, v7.x
mad_sat r0.z, r0.w, r0.z, l(-0.201538)
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r5.xyxx, t42.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.x, r3.xyxx, r4.xyxx
mov r3.z, -r3.y
dp2 r5.y, r3.zxzz, 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 r3.xyz, r0.wwww, r5.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.w, r9.xyxx, t43.yzwx, s1
sample_indexable(texture2d)(float,float,float,float) r3.w, r6.xyxx, t44.yzwx, s2
mul r3.w, r3.w, v7.x
mad_sat r1.w, r3.w, r1.w, l(-0.417603)
mul r1.w, r1.w, cb4[12].x
mad_sat r0.z, r0.z, cb4[11].w, r1.w
lt r3.w, l(0.000000), r1.w
if_nz r3.w
  mad r4.xyz, -r5.xyzx, r0.wwww, l(0.000000, 0.000000, 1.000000, 0.000000)
  mad r3.xyz, r1.wwww, r4.xyzx, r3.xyzx
endif
dp3 r0.w, v5.xyzx, v5.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, v5.xyzx
dp3 r0.w, v6.xyzx, v6.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, v6.xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
mul r5.xyz, r5.xyzx, r3.yyyy
mad r3.xyw, r3.xxxx, r4.xyxz, r5.xyxz
mad r1.xyz, r3.zzzz, r1.xyzx, r3.xywx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.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 r1.w, r0.w, r1.w
mul_sat r1.w, r1.w, l(0.333333343)
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.z, r0.z, 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
mad r1.xyz, r1.xyzx, l(-0.269409, -0.269409, -0.269409, 0.000000), r2.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.xyxx, r1.xyxx
mul r1.xy, r0.zzzz, r1.xyxx
mul r0.xy, r0.xyxx, r0.xyxx
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 114 instruction slots used
