//Screen space reflections PS 1.
// ---- Created with geo-11 v0.6.193 on Sun May 19 20:37:31 2024

cbuffer CBPerViewGlobal : register(b13)
{
  row_major float4x4 CV_ViewProjZeroMatr : packoffset(c0);
  float4 CV_AnimGenParams : packoffset(c4);
  row_major float4x4 CV_ViewProjMatr : packoffset(c5);
  row_major float4x4 CV_ViewProjNearestMatr : packoffset(c9);
  row_major float4x4 CV_InvViewProj : packoffset(c13);
  row_major float4x4 CV_PrevViewProjMatr : packoffset(c17);
  row_major float4x4 CV_PrevViewProjNearestMatr : packoffset(c21);
  row_major float3x4 CV_ScreenToWorldBasis : packoffset(c25);
  float4 CV_TessInfo : packoffset(c28);
  float4 CV_CameraRightVector : packoffset(c29);
  float4 CV_CameraFrontVector : packoffset(c30);
  float4 CV_CameraUpVector : packoffset(c31);
  float4 CV_ScreenSize : packoffset(c32);
  float4 CV_HPosScale : packoffset(c33);
  float4 CV_HPosClamp : packoffset(c34);
  float4 CV_ProjRatio : packoffset(c35);
  float4 CV_NearestScaled : packoffset(c36);
  float4 CV_NearFarClipDist : packoffset(c37);
  float4 CV_SunLightDir : packoffset(c38);
  float4 CV_SunColor : packoffset(c39);
  float4 CV_SkyColor : packoffset(c40);
  float4 CV_FogColor : packoffset(c41);
  float4 CV_TerrainInfo : packoffset(c42);
  float4 CV_DecalZFightingRemedy : packoffset(c43);
  row_major float4x4 CV_FrustumPlaneEquation : packoffset(c44);
  float4 CV_WindGridOffset : packoffset(c48);
  row_major float4x4 CV_ViewMatr : packoffset(c49);
  row_major float4x4 CV_InvViewMatr : packoffset(c53);
  float CV_LookingGlass_SunSelector : packoffset(c57);
  float CV_LookingGlass_DepthScalar : packoffset(c57.y);
  float CV_PADDING0 : packoffset(c57.z);
  float CV_PADDING1 : packoffset(c57.w);
}

cbuffer CBSSRRaytrace : register(b0)
{

  struct
  {
    row_major float4x4 mViewProj;
    row_major float4x4 mViewProjPrev;
    float2 screenScalePrev;
    float2 screenScalePrevClamp;
  } cbRefl : packoffset(c0);

}

SamplerState ssReflectionPoint_s : register(s0);
SamplerState ssReflectionLinear_s : register(s1);
SamplerState ssReflectionLinearBorder_s : register(s2);
Texture2D<float> reflectionDepthTex : register(t0);
Texture2D<float4> reflectionNormalsTex : register(t1);
Texture2D<float4> reflectionSpecularTex : register(t2);
Texture2D<float4> reflectionDepthScaledTex : register(t3);
Texture2D<float4> reflectionPreviousSceneTex : register(t4);
Texture2D<float2> reflectionLuminanceTex : register(t5);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r13;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 prev = StereoParams.Load(int3(2,0,0));
  
  r0.xy = CV_ScreenSize.zw + v1.xy;
  r1.z = reflectionDepthTex.SampleLevel(ssReflectionPoint_s, v1.xy, 0).x;
  r2.xyz = reflectionNormalsTex.SampleLevel(ssReflectionLinear_s, r0.xy, 0).xyz;
  r2.xyz = r2.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r0.z = dot(r2.xyz, r2.xyz);
  r0.z = rsqrt(r0.z);
  r2.xyz = r2.xyz * r0.zzz;
  r0.zw = trunc(v0.xy);
  r1.xy = r0.zw * r1.zz;
  
  //r1.x-=stereo.x*(r1.z-stereo.y/CV_NearFarClipDist.y)*CV_ScreenSize.x*0.5;
  r1.x-=stereo.x*r1.z*CV_ScreenSize.x*0.5;
  
  r13.x = dot(CV_ScreenToWorldBasis._m00_m01_m02, r1.xyz);
  r13.y = dot(CV_ScreenToWorldBasis._m10_m11_m12, r1.xyz);
  r13.z = dot(CV_ScreenToWorldBasis._m20_m21_m22, r1.xyz);
  
  r1.x+=stereo.x*(stereo.y/CV_NearFarClipDist.y)*CV_ScreenSize.x*0.5;
  
  r3.x = dot(CV_ScreenToWorldBasis._m00_m01_m02, r1.xyz);
  r3.y = dot(CV_ScreenToWorldBasis._m10_m11_m12, r1.xyz);
  r3.z = dot(CV_ScreenToWorldBasis._m20_m21_m22, r1.xyz);
  
  r0.z = dot(r13.xyz, r13.xyz);
  r0.z = rsqrt(r0.z);
  r4.xyz = r13.xyz * r0.zzz;
  r0.z = CV_NearFarClipDist.y * r1.z;
  r0.z = 1.5 * r0.z;
  r0.w = dot(r4.xyz, r2.xyz);
  r0.w = r0.w + r0.w;
  r2.xyz = r2.xyz * -r0.www + r4.xyz;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r5.xyz = r2.xyz * r0.zzz;
  r0.w = dot(r4.xyz, r5.xyz);
  r0.w = saturate(0.5 + r0.w);
  r2.w = cmp(r0.w < 0.00999999978);
  r3.w = cmp(r1.z == 1.000000);
  r2.w = (int)r2.w | (int)r3.w;
  if (r2.w != 0) {
    o0.xyzw = float4(0,0,0,0);
    return;
  }
  r0.x = reflectionSpecularTex.SampleLevel(ssReflectionLinear_s, r0.xy, 0).x;
  r4.x = CV_ScreenToWorldBasis._m03 + r3.x;
  r4.y = CV_ScreenToWorldBasis._m13 + r3.y;
  r4.z = CV_ScreenToWorldBasis._m23 + r3.z;
  r4.w = 1;
  r1.x = dot(cbRefl.mViewProj._m00_m01_m02_m03, r4.xyzw);
  r1.y = dot(cbRefl.mViewProj._m10_m11_m12_m13, r4.xyzw);
  r1.w = dot(cbRefl.mViewProj._m30_m31_m32_m33, r4.xyzw);
  r2.xyz = r2.xyz * r0.zzz + r4.xyz;
  r2.w = 1;
  r3.x = dot(cbRefl.mViewProj._m00_m01_m02_m03, r2.xyzw);
  r3.y = dot(cbRefl.mViewProj._m10_m11_m12_m13, r2.xyzw);
  r0.y = dot(cbRefl.mViewProj._m20_m21_m22_m23, r2.xyzw);
  r3.w = dot(cbRefl.mViewProj._m30_m31_m32_m33, r2.xyzw);
  r0.y = r0.y / r3.w;
  r0.y = -CV_ProjRatio.x + r0.y;
  r3.z = CV_ProjRatio.y / r0.y;
  r2.xyzw = r3.xyzw + -r1.xyzw;
  r0.x = r0.x * 28 + 4;
  r0.y = (int)r0.x;
  r0.x = trunc(r0.x);
  r3.x = 1 / r0.x;
  r0.x = 1.60000002 * r0.x;
  r0.x = r0.z / r0.x;
  r0.x = r0.x / CV_NearFarClipDist.y;
  r6.y = 0;
  r3.z = r3.x;
  r3.y = 0;
  r0.z = 0;
  while (true) {
    r3.w = cmp((int)r0.z >= (int)r0.y);
    if (r3.w != 0) break;
    r7.xyzw = r2.xyzw * r3.zzzz + r1.xyzw;
	
	r7.x+=stereo.x*(r7.w-stereo.y)*0.5;
	
    r6.zw = r7.xy / r7.ww;
    r6.zw = max(float2(0,0), r6.zw);
    r6.zw = min(CV_HPosClamp.xy, r6.zw);
    r3.w = reflectionDepthScaledTex.SampleLevel(ssReflectionPoint_s, r6.zw, 0).x;
    r3.w = r3.w + -r7.z;
    r3.w = cmp(abs(r3.w) < r0.x);
    if (r3.w != 0) {
      r3.y = r3.z;
      break;
    }
    r6.x = r3.z + r3.x;
    r0.z = (int)r0.z + 1;
    r3.yz = r6.yx;
  }
  r0.x = cmp(0 < r3.y);
  if (r0.x != 0) {
    r0.x = reflectionLuminanceTex.SampleLevel(ssReflectionPoint_s, v1.xy, 0).x;
    r0.x = 100 * r0.x;
    r1.xyz = r5.xyz * r3.yyy + r4.xyz;
    r1.w = 1;
    r2.x = dot(cbRefl.mViewProjPrev._m00_m01_m02_m03, r1.xyzw);
    r2.y = dot(cbRefl.mViewProjPrev._m10_m11_m12_m13, r1.xyzw);
    r0.y = dot(cbRefl.mViewProjPrev._m30_m31_m32_m33, r1.xyzw);
	
	r2.x+=prev.x*(r0.y-prev.y)*0.5;
	
    r0.yz = saturate(r2.xy / r0.yy);
    r1.x = min(r0.y, r0.z);
    r1.y = max(r0.y, r0.z);
    r1.y = 1 + -r1.y;
    r1.x = min(r1.y, r1.x);
    r1.y = cmp(0.0700000003 < r1.x);
    r1.x = 14.2857141 * r1.x;
    r1.x = sqrt(r1.x);
    r1.x = r1.y ? 1 : r1.x;
    r0.yz = cbRefl.screenScalePrev.xy * r0.yz;
    r0.yz = max(float2(0,0), r0.yz);
    r0.yz = min(cbRefl.screenScalePrevClamp.xy, r0.yz);
    r1.yzw = reflectionPreviousSceneTex.SampleLevel(ssReflectionLinearBorder_s, r0.yz, 0).xyz;
    r0.xyz = min(r1.yzw, r0.xxx);
    r1.yzw = (int3)r0.xyz & int3(0x7f800000,0x7f800000,0x7f800000);
    r1.yzw = cmp((int3)r1.yzw != int3(0x7f800000,0x7f800000,0x7f800000));
    o0.xyz = r1.yzw ? r0.xyz : 0;
    o0.w = r1.x * r0.w;
  } else {
    o0.xyzw = float4(0,0,0,0);
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v0.6.193 on Sun May 19 20:37:31 2024
//
//
// Buffer Definitions:
//
// cbuffer CBPerViewGlobal
// {
//
//   row_major float4x4 CV_ViewProjZeroMatr;// Offset:    0 Size:    64 [unused]
//   float4 CV_AnimGenParams;           // Offset:   64 Size:    16 [unused]
//   row_major float4x4 CV_ViewProjMatr;// Offset:   80 Size:    64 [unused]
//   row_major float4x4 CV_ViewProjNearestMatr;// Offset:  144 Size:    64 [unused]
//   row_major float4x4 CV_InvViewProj; // Offset:  208 Size:    64 [unused]
//   row_major float4x4 CV_PrevViewProjMatr;// Offset:  272 Size:    64 [unused]
//   row_major float4x4 CV_PrevViewProjNearestMatr;// Offset:  336 Size:    64 [unused]
//   row_major float3x4 CV_ScreenToWorldBasis;// Offset:  400 Size:    48
//   float4 CV_TessInfo;                // Offset:  448 Size:    16 [unused]
//   float4 CV_CameraRightVector;       // Offset:  464 Size:    16 [unused]
//   float4 CV_CameraFrontVector;       // Offset:  480 Size:    16 [unused]
//   float4 CV_CameraUpVector;          // Offset:  496 Size:    16 [unused]
//   float4 CV_ScreenSize;              // Offset:  512 Size:    16
//   float4 CV_HPosScale;               // Offset:  528 Size:    16 [unused]
//   float4 CV_HPosClamp;               // Offset:  544 Size:    16
//   float4 CV_ProjRatio;               // Offset:  560 Size:    16
//   float4 CV_NearestScaled;           // Offset:  576 Size:    16 [unused]
//   float4 CV_NearFarClipDist;         // Offset:  592 Size:    16
//   float4 CV_SunLightDir;             // Offset:  608 Size:    16 [unused]
//   float4 CV_SunColor;                // Offset:  624 Size:    16 [unused]
//   float4 CV_SkyColor;                // Offset:  640 Size:    16 [unused]
//   float4 CV_FogColor;                // Offset:  656 Size:    16 [unused]
//   float4 CV_TerrainInfo;             // Offset:  672 Size:    16 [unused]
//   float4 CV_DecalZFightingRemedy;    // Offset:  688 Size:    16 [unused]
//   row_major float4x4 CV_FrustumPlaneEquation;// Offset:  704 Size:    64 [unused]
//   float4 CV_WindGridOffset;          // Offset:  768 Size:    16 [unused]
//   row_major float4x4 CV_ViewMatr;    // Offset:  784 Size:    64 [unused]
//   row_major float4x4 CV_InvViewMatr; // Offset:  848 Size:    64 [unused]
//   float CV_LookingGlass_SunSelector; // Offset:  912 Size:     4 [unused]
//   float CV_LookingGlass_DepthScalar; // Offset:  916 Size:     4 [unused]
//   float CV_PADDING0;                 // Offset:  920 Size:     4 [unused]
//   float CV_PADDING1;                 // Offset:  924 Size:     4 [unused]
//
// }
//
// cbuffer CBSSRRaytrace
// {
//
//   struct SSRRaytraceConstants
//   {
//
//       row_major float4x4 mViewProj;  // Offset:    0
//       row_major float4x4 mViewProjPrev;// Offset:   64
//       float2 screenScalePrev;        // Offset:  128
//       float2 screenScalePrevClamp;   // Offset:  136
//
//   } cbRefl;                          // Offset:    0 Size:   144
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ssReflectionPoint                 sampler      NA          NA    0        1
// ssReflectionLinear                sampler      NA          NA    1        1
// ssReflectionLinearBorder          sampler      NA          NA    2        1
// reflectionDepthTex                texture   float          2d    0        1
// reflectionNormalsTex              texture  float4          2d    1        1
// reflectionSpecularTex             texture  float4          2d    2        1
// reflectionDepthScaledTex          texture  float4          2d    3        1
// reflectionPreviousSceneTex        texture  float4          2d    4        1
// reflectionLuminanceTex            texture  float2          2d    5        1
// CBSSRRaytrace                     cbuffer      NA          NA    0        1
// CBPerViewGlobal                   cbuffer      NA          NA   13        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xy
//
//
// 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 CB13[38], immediateIndexed
dcl_constantbuffer CB0[9], immediateIndexed
dcl_sampler s0, mode_default
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) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 8
add r0.xy, v1.xyxx, cb13[32].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r1.z, v1.xyxx, t0.yzxw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t1.xyzw, s1, l(0.000000)
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
round_z r0.zw, v0.xxxy
mul r1.xy, r1.zzzz, r0.zwzz
dp3 r3.x, cb13[25].xyzx, r1.xyzx
dp3 r3.y, cb13[26].xyzx, r1.xyzx
dp3 r3.z, cb13[27].xyzx, r1.xyzx
dp3 r0.z, r3.xyzx, r3.xyzx
rsq r0.z, r0.z
mul r4.xyz, r0.zzzz, r3.xyzx
mul r0.z, r1.z, cb13[37].y
mul r0.z, r0.z, l(1.500000)
dp3 r0.w, r4.xyzx, r2.xyzx
add r0.w, r0.w, r0.w
mad r2.xyz, r2.xyzx, -r0.wwww, r4.xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mul r5.xyz, r0.zzzz, r2.xyzx
dp3 r0.w, r4.xyzx, r5.xyzx
add_sat r0.w, r0.w, l(0.500000)
lt r2.w, r0.w, l(0.010000)
eq r3.w, r1.z, l(1.000000)
or r2.w, r2.w, r3.w
if_nz r2.w
  mov o0.xyzw, l(0,0,0,0)
  ret
endif
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s1, l(0.000000)
add r4.x, r3.x, cb13[25].w
add r4.y, r3.y, cb13[26].w
add r4.z, r3.z, cb13[27].w
mov r4.w, l(1.000000)
dp4 r1.x, cb0[0].xyzw, r4.xyzw
dp4 r1.y, cb0[1].xyzw, r4.xyzw
dp4 r1.w, cb0[3].xyzw, r4.xyzw
mad r2.xyz, r2.xyzx, r0.zzzz, r4.xyzx
mov r2.w, l(1.000000)
dp4 r3.x, cb0[0].xyzw, r2.xyzw
dp4 r3.y, cb0[1].xyzw, r2.xyzw
dp4 r0.y, cb0[2].xyzw, r2.xyzw
dp4 r3.w, cb0[3].xyzw, r2.xyzw
div r0.y, r0.y, r3.w
add r0.y, r0.y, -cb13[35].x
div r3.z, cb13[35].y, r0.y
add r2.xyzw, -r1.xyzw, r3.xyzw
mad r0.x, r0.x, l(28.000000), l(4.000000)
ftoi r0.y, r0.x
round_z r0.x, r0.x
div r3.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
mul r0.x, r0.x, l(1.600000)
div r0.x, r0.z, r0.x
div r0.x, r0.x, cb13[37].y
mov r6.y, l(0)
mov r3.z, r3.x
mov r3.y, l(0)
mov r0.z, l(0)
loop
  ige r3.w, r0.z, r0.y
  breakc_nz r3.w
  mad r7.xyzw, r2.xyzw, r3.zzzz, r1.xyzw
  div r6.zw, r7.xxxy, r7.wwww
  max r6.zw, r6.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r6.zw, r6.zzzw, cb13[34].xxxy
  sample_l_indexable(texture2d)(float,float,float,float) r3.w, r6.zwzz, t3.yzwx, s0, l(0.000000)
  add r3.w, -r7.z, r3.w
  lt r3.w, |r3.w|, r0.x
  if_nz r3.w
    mov r3.y, r3.z
    break
  endif
  add r6.x, r3.x, r3.z
  iadd r0.z, r0.z, l(1)
  mov r3.yz, r6.yyxy
endloop
lt r0.x, l(0.000000), r3.y
if_nz r0.x
  sample_l_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t5.xyzw, s0, l(0.000000)
  mul r0.x, r0.x, l(100.000000)
  mad r1.xyz, r5.xyzx, r3.yyyy, r4.xyzx
  mov r1.w, l(1.000000)
  dp4 r2.x, cb0[4].xyzw, r1.xyzw
  dp4 r2.y, cb0[5].xyzw, r1.xyzw
  dp4 r0.y, cb0[7].xyzw, r1.xyzw
  div_sat r0.yz, r2.xxyx, r0.yyyy
  min r1.x, r0.z, r0.y
  max r1.y, r0.z, r0.y
  add r1.y, -r1.y, l(1.000000)
  min r1.x, r1.x, r1.y
  lt r1.y, l(0.070000), r1.x
  mul r1.x, r1.x, l(14.285714)
  sqrt r1.x, r1.x
  movc r1.x, r1.y, l(1.000000), r1.x
  mul r0.yz, r0.yyzy, cb0[8].xxyx
  max r0.yz, r0.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r0.yz, r0.yyzy, cb0[8].zzwz
  sample_l_indexable(texture2d)(float,float,float,float) r1.yzw, r0.yzyy, t4.wxyz, s2, l(0.000000)
  min r0.xyz, r0.xxxx, r1.yzwy
  and r1.yzw, r0.xxyz, l(0, 0x7f800000, 0x7f800000, 0x7f800000)
  ine r1.yzw, r1.yyzw, l(0, 0x7f800000, 0x7f800000, 0x7f800000)
  and o0.xyz, r0.xyzx, r1.yzwy
  mul o0.w, r0.w, r1.x
else
  mov o0.xyzw, l(0,0,0,0)
endif
ret
// Approximately 111 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
