//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Mon Feb 07 21:50:48 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__smpLinear    sampler      NA          NA    1        1
// resourceTables__viewData__smpLowAniso    sampler      NA          NA    2        1
// resourceTables__viewData.blueNoiseTexture    texture   float     2darray    6        1
// resourceTables__materialData.layer_0__diffuse    texture  float4          2d   10        1
// resourceTables__materialData.layer_1__opacity    texture  float4          2d   15        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   xyzw
// 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 s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2darray (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t15
dcl_input_ps_siv linear noperspective v0.xyzw, 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
  if_z cb2[36].x
    ne r0.y, l(0.000000, 0.000000, 0.000000, 0.000000), cb2[37].x
    if_z r0.y
      ftoi r0.yz, v0.xxyx
      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.y, r0.y, cb1[2].w
  discard_nz r0.y
endif
ge r0.y, l(25.000000), v0.w
if_nz r0.y
  add r0.y, -v0.w, l(25.000000)
  mul_sat r0.y, r0.y, l(0.0666666701)
  lt r0.z, l(0.001000), r0.y
  if_nz r0.z
    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
	
	//Tessellation specular PS..
	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 r0.z, r1.xyzx, r1.xyzx
    rsq r0.z, r0.z
    mul r1.xyz, r0.zzzz, r1.xyzx
    mov r2.xw, -v3.xxxx
    ge r0.z, v3.z, l(0.000000)
    movc r0.zw, r0.zzzz, l(0,0,1.000000,-1.000000), l(0,0,-1.000000,1.000000)
    add r1.w, |v3.z|, l(1.000000)
    div r1.w, v3.y, r1.w
    mul r3.x, r1.w, v3.y
    mul r4.x, r1.w, r2.x
    mad r2.y, r0.z, r3.x, v3.z
    mul r2.z, r0.z, r4.x
    mad r4.y, -v3.y, r1.w, l(1.000000)
    mul r4.z, r0.w, v3.y
    dp3 r2.x, r1.xyzx, r2.yzwy
    dp3 r2.y, r1.xyzx, r4.xyzx
    dp3 r2.z, r1.xyzx, v3.xyzx
    dp3 r0.z, -r2.xyzx, -r2.xyzx
    rsq r0.z, r0.z
    mul r1.xyz, r0.zzzz, -r2.xyzx
    lod r0.z, v2.xyxx, t15.x, s1
    rcp r0.y, r0.y
    mad r0.w, r0.z, l(2.000000), l(10.000000)
    mul r0.y, r0.w, r0.y
    mov r1.w, -r1.y
    dp2 r0.w, r1.xwxx, r1.xwxx
    sqrt r0.w, r0.w
    max r0.w, r0.w, l(0.000001)
    div r1.xyz, r1.xwzx, r0.wwww
    mul r1.w, r0.y, r1.z
    mul r2.xyz, r1.xywx, l(0.000976562500, 0.000976562500, 0.000976562500, 0.000000)
    min r0.y, r2.z, l(-0.00520833349)
    mov r1.zw, v2.xxxy
    mov r0.w, l(0.999000)
    loop
      mad r3.xyzw, r1.xyxy, l(0.000976562500, 0.000976562500, 0.00195312500, 0.00195312500), r1.zwzw
      mad r4.xyzw, r1.xyxy, l(0.00390625000, 0.00390625000, 0.00292968750, 0.00292968750), r1.zwzw
      sample_l_indexable(texture2d)(float,float,float,float) r5.x, r3.xyxx, t15.xyzw, s1, r0.z
      sample_l_indexable(texture2d)(float,float,float,float) r5.y, r3.zwzz, t15.yxzw, s1, r0.z
      sample_l_indexable(texture2d)(float,float,float,float) r5.z, r4.zwzz, t15.yzxw, s1, r0.z
      sample_l_indexable(texture2d)(float,float,float,float) r5.w, r4.xyxx, t15.yzwx, s1, r0.z
      mad r6.xyzw, r0.yyyy, l(2.000000, 3.000000, 1.000000, 4.000000), r0.wwww
      ge r5.xyzw, r5.xyzw, r6.zxyw
      mov r7.xy, r4.zwzz
      mov r7.z, r6.y
      mov r4.z, r6.w
      movc r4.xyz, r5.zzzz, r7.xyzx, r4.xyzx
      mov r7.xy, r3.zwzz
      mov r7.z, r6.x
      movc r4.xyz, r5.yyyy, r7.xyzx, r4.xyzx
      mov r6.xy, r3.xyxx
      movc r3.xyz, r5.xxxx, r6.xyzx, r4.xyzx
      or r2.zw, r5.zzzw, r5.xxxy
      or r2.z, r2.w, r2.z
      if_nz r2.z
        mov r1.zw, r3.xxxy
        mov r0.w, r3.z
        break
      endif
      mov r1.zw, r3.xxxy
      mov r0.w, r3.z
    endloop
    sample_l_indexable(texture2d)(float,float,float,float) r2.z, r1.zwzz, t15.yzxw, s1, r0.z
    mad r1.xy, -r1.xyxx, l(0.000976562500, 0.000976562500, 0.000000, 0.000000), r1.zwzz
    sample_l_indexable(texture2d)(float,float,float,float) r0.z, r1.xyxx, t15.yzxw, s1, r0.z
    add r0.y, -r0.y, r0.w
    add r0.w, r0.w, -r2.z
    add r0.y, -r0.z, r0.y
    mul r1.xy, |r0.wwww|, r2.xyxx
    add r0.y, |r0.y|, |r0.w|
    max r0.y, r0.y, l(0.000010)
    div r0.yz, r1.xxyx, r0.yyyy
    add r0.yz, -r0.yyzy, r1.zzwz
    add r0.yz, r0.yyzy, -v2.xxyx
  else
    mov r0.yz, l(0,0,0,0)
  endif
else
  mov r0.yz, l(0,0,0,0)
endif
add r0.yz, r0.yyzy, v2.xxyx
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t10.xwyz, s2
mov_sat r0.y, r0.y
if_z cb2[36].x
  ne r0.z, l(0.000000, 0.000000, 0.000000, 0.000000), cb2[37].x
  if_z r0.z
    ftoi r0.zw, v0.xxxy
    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.xz, r0.xxxx, r0.zzwz
    utof r0.xz, r0.xxzx
    mul r0.xz, r0.xxzx, l(0.0671105608, 0.000000, 0.00583714992, 0.000000)
    add r0.x, r0.z, r0.x
    frc r0.x, r0.x
    mul r0.x, r0.x, l(52.982918)
    frc r0.x, r0.x
  else
    mov r0.x, l(0)
  endif
else
  mov r0.x, l(0)
endif
ge r0.x, r0.x, r0.y
discard_nz r0.x
ge r0.x, l(0.000000), r0.y
discard_nz r0.x
ret
// Approximately 148 instruction slots used
