//Shadows PS from cache.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Fri Jan 14 20:07:46 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
                                        // Textures:  t2-t7
//
// }
//
// 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:   t8
//
// }
//
// cbuffer ConstBuf__materialData
// {
//
//   struct MaterialData
//   {
//
//       float3 Layer2_emissive_matU;   // Index:    0
//       float3 Layer2_emissive_matV;   // Index:    1
//       float3 Layer2_alpha_matU;      // Index:    2
//       float3 Layer2_alpha_matV;      // Index:    3
//
//   } resourceTables__materialData;    // Index:    0-3.z            Components:    15
                                        // Textures:  t11-t15
//
// }
//
// Resource bind info for resourceTables__modelData.customRTs
// {
//
//   struct CustomRTTransform
//   {
//
//       float4x4 ws2ts;                // Index:    0
//
//   } $Element;                        // Index:    0 1 2 3          Components:    16
//
// }
//
//
// 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__smpLinearClamp    sampler      NA          NA    5        1
// resourceTables__modelData.customRTs    texture  struct         r/o    7        1
// resourceTables__viewData.blueNoiseTexture    texture   float     2darray    8        1
// resourceTables__materialData.Layer2_emissive    texture  float4          2d   13        1
// resourceTables__materialData.Layer2_alpha    texture  float4          2d   14        1
// resourceTables__materialData.layer_1__alpha    texture  float4          2d   15        1
// ConstBuf__modelData               cbuffer      NA          NA    1        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   x
// 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   xyz
// SV_IsFrontFace           0   x           8    FFACE    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
// SV_Target                2   xyzw        2   TARGET   float   xyzw
// SV_Target                3   xyzw        3   TARGET   float   xyzw
// SV_Target                4   xy          4   TARGET   float   xy
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb3[38], immediateIndexed
dcl_constantbuffer cb4[4], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s5, mode_default
dcl_resource_structured t7, 64
dcl_resource_texture2darray (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t13
dcl_resource_texture2d (float,float,float,float) t14
dcl_resource_texture2d (float,float,float,float) t15
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_input_ps linear v6.x
dcl_input_ps linear v7.xyz
dcl_input_ps_sgv v8.x, is_front_face
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xy
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
ne r0.x, l(1.000000), cb1[2].w
if_nz r0.x
  ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb3[37].x
  if_z r0.x
    and r0.x, v1.x, l(0x00ffffff)
    ftoi r0.yz, v0.xxyx
    iadd r0.x, r0.x, l(1)
    and r0.x, r0.x, l(7)
    imad r0.xy, r0.xxxx, l(7, 7, 0, 0), r0.yzyy
    and r0.xy, r0.xyxx, l(63, 63, 0, 0)
    and r0.z, l(7), cb3[37].z
    mov r0.w, l(0)
    ld_indexable(texture2darray)(float,float,float,float) r0.x, r0.xyzw, t8.xyzw
  else
    mov r0.x, l(0)
  endif
  ge r0.x, r0.x, cb1[2].w
  discard_nz r0.x
endif
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
add r1.xyz, -r2.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 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.w, r0.z
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r1.xyzw, l(0), l(0), t7.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r3.xyzw, l(0), l(16), t7.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r4.xyzw, l(0), l(48), t7.xyzw
mov r5.xy, v2.xyxx
mov r5.z, l(1.000000)
dp3 r6.x, cb4[0].xyzx, r5.xyzx
dp3 r6.y, cb4[1].xyzx, r5.xyzx
dp3 r7.x, cb4[2].xyzx, r5.xyzx
dp3 r7.y, cb4[3].xyzx, r5.xyzx
mov r2.w, l(1.000000)
dp4 r1.x, r2.xyzw, r1.xyzw
dp4 r1.y, r2.xyzw, r3.xyzw
dp4 r1.z, r2.xyzw, r4.xyzw
div r1.xy, r1.xyxx, r1.zzzz
sample_indexable(texture2d)(float,float,float,float) r1.z, r7.xyxx, t14.yzxw, s2
mul r1.z, r1.z, v6.x
mad r0.z, -r0.z, r0.w, l(20.000000)
mul_sat r0.z, r0.z, l(0.100000)
mad r0.z, r1.z, r0.z, l(-0.0784313977)
mul_sat r0.z, r0.z, l(1.27499962)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r6.xyxx, t13.xyzw, s1
mul r3.xyz, r2.xyzx, l(0.171337500, 0.232746601, 0.300000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t15.xywz, s5
add r0.w, r0.w, l(-0.0196077991)
mul_sat r0.w, r0.w, l(5.10001135)
mul r1.x, r0.w, l(0.010000)
mad r0.z, r0.w, l(0.010000), r0.z
min r0.z, r0.z, l(1.000000)
lt r1.y, l(0.000000), r0.w
if_nz r1.y
  mad r1.yz, r0.wwww, l(0.000000, 0.00325489882, 0.00113710284, 0.000000), l(0.000000, 0.674510062, 0.886289656, 0.000000)
  mad r2.xyz, -r2.xyzx, l(0.171337500, 0.232746601, 0.300000, 0.000000), l(43.415401, 69.387199, 100.000000, 0.000000)
  mad r3.xyz, r1.xxxx, r2.xyzx, r3.xyzx
else
  mov r1.yz, l(0,0.674510062,0.886289656,0)
endif
ge r0.z, l(0.117647), r0.z
discard_nz r0.z
movc r2.xyz, v8.xxxx, v3.xyzx, -v3.xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mul r2.xyz, r0.zzzz, r2.xyzx
ne r0.z, l(0.000000, 0.000000, 0.000000, 0.000000), cb3[36].z
deriv_rtx_fine r4.xyz, r2.xyzx
deriv_rty_fine r5.xyz, r2.xyzx
dp3 r0.w, r4.xyzx, r4.xyzx
dp3 r1.x, r5.xyzx, r5.xyzx
add r0.w, r0.w, r1.x
min r0.w, r0.w, l(0.300000)
add r0.w, r0.w, l(0.175233513)
sqrt r0.w, r0.w
sqrt r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
movc o2.z, r0.z, l(0.353000), r0.w
add r1.xyzw, r1.yzyy, l(0.055000, 0.055000, 0.055000, 0.055000)
mul r1.xyzw, r1.xyzw, l(0.947867334, 0.947867334, 0.947867334, 0.947867334)
log r1.xyzw, r1.xyzw
mul r1.xyzw, r1.xyzw, l(2.400000, 2.400000, 2.400000, 2.400000)
exp r1.xyzw, r1.xyzw
exp r0.z, cb3[37].w
mul r3.xyz, r0.zzzz, r3.xyzx
mul r3.xyz, r3.xyzx, cb1[3].xxxx
and r0.z, l(8), cb1[0].y
max r0.w, r3.z, r3.y
max r0.w, r0.w, r3.x
lt r0.w, l(0.0000153787005), r0.w
ftou r4.xy, v0.xyxx
sqrt r1.xyzw, r1.xyzw
mul r1.xyw, r1.xyxw, l(0.250000, 0.500000, 0.000000, -0.250000)
add r1.xy, r1.yyyy, r1.xwxx
mad r5.z, r1.z, l(0.500000), l(-0.500000)
add r5.xy, r1.xyxx, l(0.250000, -0.250000, 0.000000, 0.000000)
and r1.xy, r4.xyxx, l(1, 1, 0, 0)
ine r1.x, r1.y, r1.x
movc r1.xy, r1.xxxx, r5.xzxx, r5.xyxx
add o0.xy, r1.xyxx, l(0.000000, 0.498039216, 0.000000, 0.000000)
mad o1.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
movc r0.z, r0.z, l(1), l(0)
and r1.x, r0.w, l(2)
iadd r0.z, r0.z, r1.x
iadd r0.z, r0.z, l(24)
utof r0.z, r0.z
mul o2.w, r0.z, l(0.00392156886)
and o3.xyz, r3.xyzx, r0.wwww
max r0.z, |v7.z|, l(0.000001)

mov r37.xyz, v7.xyzx
ld_indexable(texture2d)(float,float,float,float) r41.xyzw, l(2, 0, 0, 0), t125.xyzw
ge r42.x, r41.x, l(5.0)
if_z r42.x
add r40.w, r37.z, -r41.y
mad r37.x, r41.x, r40.w, r37.x
else
add r40.w, r37.z, -r40.y
mad r37.x, r40.x, r40.w, r37.x
endif

div r0.zw, r37.xxxy, r0.zzzz
add o4.xy, -r0.zwzz, r0.xyxx
mov o0.zw, l(0,0,0,0.512347519)
mov o1.w, l(1.00000024)
mov o2.xy, l(1.000000,0,0,0)
mov o3.w, l(0)
ret
// Approximately 124 instruction slots used
