// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.63 on Sun Oct  9 13:49:33 2022
//
//
// 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
// NORMAL                   0   xyz         3     NONE   float
// TANGENT                  0   xyz         4     NONE   float
// BINORMAL                 0   xyz         5     NONE   float
// TEXCOORD                 8   xyz         6     NONE   float
//
//
// 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
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[3], immediateIndexed
dcl_constantbuffer CB2[10], immediateIndexed
dcl_constantbuffer CB3[38], immediateIndexed
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2darray (float,float,float,float) t8
dcl_input_ps_siv linear noperspective v0.xyz, position
dcl_input_ps constant v1.x
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 50
dcl_resource_buffer (float,float,float,float) t125
ld_indexable(buffer)(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 r1.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t1.xyzw, s4
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mul r2.xyz, r0.zzzz, r2.xyzx
mad r0.xy, -cb3[32].zwzz, l(0.500000, 0.500000, 0.000000, 0.000000), r0.xyxx
gather4_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t0.xzyw, s4.x
mov r1.z, -r1.y
mul r0.xy, r0.zzzz, r1.xzxx
mov r0.w, l(1.000000)
add r40.w, r0.z, -r40.y
mad r0.x, -r40.x, r40.w, r0.x
dp4 r1.x, r0.xyzw, cb3[12].xyzw
dp4 r1.y, r0.xyzw, cb3[13].xyzw
dp4 r1.z, r0.xyzw, cb3[14].xyzw
mov r1.w, l(1.000000)
dp4 r0.x, r1.xyzw, cb2[4].xyzw
dp4 r0.y, r1.xyzw, cb2[5].xyzw
dp4 r0.z, r1.xyzw, cb2[6].xyzw
add r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
lt r1.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
lt r0.xyz, l(1.000000, 1.000000, 1.000000, 0.000000), r0.xyzx
or r0.x, r0.x, r0.w
or r0.x, r0.y, r0.x
or r0.x, r0.z, r0.x
or r0.x, r1.z, r0.x
if_z r0.x
  dp3 r0.x, cb2[5].xyzx, cb2[5].xyzx
  rsq r0.x, r0.x
  mul r0.xyz, r0.xxxx, cb2[5].xyzx
  dp3 r0.x, r2.xyzx, r0.xyzx
  add r0.x, r0.x, -cb2[8].y
  mul_sat r0.x, r0.x, cb2[8].z
  mul r0.x, r0.x, r0.x
  mul r0.x, r0.x, cb2[8].x
  max r0.w, r0.x, l(0.000000)
else
  mov r0.w, l(0)
endif
ge r1.x, l(0.000000), r0.w
discard_nz r1.x
lt r1.x, v0.z, cb2[8].w
lt r1.y, cb2[9].x, v0.z
or r1.x, r1.y, r1.x
discard_nz r1.x
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb3[36].z
deriv_rtx_fine r1.yzw, r2.xxyz
deriv_rty_fine r3.xyz, r2.xyzx
dp3 r1.y, r1.yzwy, r1.yzwy
dp3 r1.z, r3.xyzx, r3.xyzx
add r1.y, r1.z, r1.y
min r1.y, r1.y, l(0.300000)
add r1.y, r1.y, l(0.175233513)
sqrt r1.y, r1.y
sqrt r1.y, r1.y
add r1.y, -r1.y, l(1.000000)
movc o2.z, r1.x, l(0.353000), r1.y
mad o1.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mov r0.xyz, l(0.452856511,0.498039216,0,0)
mov o0.xyzw, r0.xyzw
mov o1.w, r0.w
mov o2.xy, l(1.000000,0,0,0)
mov o2.w, r0.w
ret
// Approximately 0 instruction slots used
