//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Mon Jan 31 18:59:26 2022
//
//
// Buffer Definitions:
//
// 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__smpSdfMipBoost    sampler      NA          NA    3        1
// resourceTables__viewData.blueNoiseTexture    texture   float     2darray    6        1
// resourceTables__materialData.layer_0__alpha    texture  float4          2d   14        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   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_constantbuffer cb2[38], immediateIndexed
dcl_sampler s3, mode_default
dcl_resource_texture2darray (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t14
dcl_input_ps_siv linear noperspective v0.xyz, position
dcl_input_ps constant v1.x
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyz
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
and r0.x, v1.x, l(0x00ffffff)
ne r0.y, l(1.000000), cb1[2].w
if_nz r0.y
  ftoi r0.yz, v0.xxyx
  if_z cb2[36].x
    ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb2[37].x
    if_z r0.w
      iadd r0.w, r0.x, l(1)
      and r0.w, r0.w, l(7)
      imad r0.yz, r0.wwww, l(0, 7, 7, 0), r0.yyzy
      and r1.xy, r0.yzyy, 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.y, r1.xyzw, t6.yxzw
    else
      mov r0.y, l(0)
    endif
  else
    mov r0.y, l(0)
  endif
  ge r0.z, r0.y, cb1[2].w
  discard_nz r0.z
else
  mov r0.y, l(-1.000000)
endif
mul r0.zw, v0.xxxy, cb2[32].zzzw
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, -2.000000), l(0.000000, 0.000000, -1.000000, 1.000000)
mad r1.x, v0.z, cb2[35].z, cb2[35].w
rcp r1.x, r1.x
mov r1.z, -r1.x
mul r1.xy, r0.zwzz, 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, cb2[12].xyzw
dp4 r2.y, r1.xyzw, cb2[13].xyzw
dp4 r2.z, r1.xyzw, cb2[14].xyzw
add r1.xyz, -r2.xyzx, cb2[29].xyzx

//mul r41.xyz, r40.yyyy, cb2[16].xyzx
//mul r41.w, cb2[16].x, cb2[16].x
//mad r41.w, cb2[16].y, cb2[16].y, r41.w
//mad r41.w, cb2[16].z, cb2[16].z, r41.w
//div r41.xyz, r41.xyzx, r41.wwww
//mad r1.x, r40.x, r41.x, r1.x
//mad r1.y, r40.x, r41.y, r1.y
//mad r1.z, r40.x, r41.z, r1.z

dp3 r1.w, r1.xyzx, r1.xyzx
rsq r2.x, r1.w
mul r1.xyz, r1.xyzx, r2.xxxx
sample_indexable(texture2d)(float,float,float,float) r2.x, v2.xyxx, t14.xyzw, s3
dp3 r2.y, v3.xyzx, v3.xyzx
rsq r2.y, r2.y
mul r2.yzw, r2.yyyy, v3.xxyz
dp3 r1.x, r2.yzwy, r1.xyzx
dp2 r0.z, r0.zwzz, r0.zwzz
sqrt r0.z, r0.z
add r0.w, |r1.x|, l(-0.100000)
mul_sat r0.w, r0.w, l(1.11111116)
log r0.w, r0.w
mul r0.w, r0.w, l(0.100000)
exp r0.w, r0.w
add_sat r0.z, -r0.z, l(2.000000)
mul r1.x, r0.z, r0.z
mad r0.z, -r0.z, l(2.000000), l(3.000000)
mul r0.z, r0.z, r1.x
mad r0.z, r0.w, r0.z, l(-0.352941)
mul_sat r0.z, r0.z, l(10.200002)
mul r0.z, r0.z, r0.z
add r0.w, -r1.w, l(4379.329102)
mul_sat r0.w, r0.w, l(0.00314080319)
mul r0.z, r0.w, r0.z
lt r0.w, r0.z, l(1.000000)
if_nz r0.w
  lt r0.w, r0.y, l(0.000000)
  if_nz r0.w
    ftoi r1.xy, v0.xyxx
    if_z cb2[36].x
      ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb2[37].x
      if_z r0.w
        iadd r0.x, r0.x, cb2[37].z
        imul null, r0.x, r0.x, l(4099)
        and r0.x, r0.x, l(63)
        iadd r0.xw, r0.xxxx, r1.xxxy
        utof r0.xw, r0.xxxw
        mul r0.xw, r0.xxxw, l(0.0671105608, 0.000000, 0.000000, 0.00583714992)
        add r0.x, r0.w, r0.x
        frc r0.x, r0.x
        mul r0.x, r0.x, l(52.982918)
        frc r0.y, r0.x
      else
        mov r0.y, l(0)
      endif
    else
      mov r0.y, l(0)
    endif
  endif
  ge r0.x, r0.y, r0.z
  movc r2.x, r0.x, l(0), r2.x
endif
ge r0.x, l(0.000000), r2.x
discard_nz r0.x
ret
// Approximately 92 instruction slots used
