//Lighting PS 5.
// ---- Created with 3Dmigoto v0.6.181 on Sat Dec 23 20:55:41 2023
TextureCube<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[33];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[1];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float2 v2 : TEXCOORD1,
  out float3 o0 : SV_TARGET0,
  out float3 o1 : SV_TARGET1)
{
  float4 r0,r1,r2,r3,r11;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xyzw = t0.SampleLevel(s1_s, v2.xy, 0).xyzw;
  r0.xyzw = r0.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1);
  r1.x = dot(r0.xyz, r0.xyz);
  r1.x = rsqrt(r1.x);
  r0.xyz = r1.xxx * r0.xyz;
  r0.w = cmp(-1 >= r0.w);
  r1.x = t2.SampleLevel(s3_s, v2.xy, 0).x;
  r1.xy = r1.xx * cb2[8].xy + cb2[8].zw;
  r1.x = r1.x / -r1.y;
  
  v1.x-=stereo.x/cb2[30].x;
  
  r11.xyz = v1.xyz * abs(r1.xxx);
  
  v1.x+=stereo.x*(stereo.y/r1.x)/cb2[30].x;
  
  r1.xyz = v1.xyz * abs(r1.xxx);
  r1.w = dot(-r11.xyz, r0.xyz);
  r1.w = r1.w + r1.w;
  r2.xyz = r0.xyz * -r1.www + -r11.xyz;
  r3.x = dot(r2.xyz, cb2[10].xyz);
  r3.y = dot(r2.xyz, cb2[11].xyz);
  r3.z = dot(r2.xyz, cb2[12].xyz);
  r2.xyz = -r3.xyz;
  r3.xyzw = t1.SampleLevel(s2_s, v2.xy, 0).xyzw;
  r1.w = r3.w * r3.w;
  r2.w = 8 * r1.w;
  r1.w = r1.w * 31 + 1;
  r1.w = 1 / r1.w;
  r2.x = t3.SampleLevel(s0_s, r2.xyz, r2.w).y;
  r2.y = -0.699999988 * r2.x;
  r2.z = dot(-r1.xyz, -r1.xyz);
  r2.z = rsqrt(r2.z);
  r1.xyz = r2.zzz * -r1.xyz;
  r0.x = saturate(dot(r0.xyz, r1.xyz));
  r0.y = r0.x * r2.y + r2.x;
  r0.x = -8.65616989 * r0.x;
  r0.x = exp2(r0.x);
  r0.x = r0.x * r1.w;
  r1.xyz = float3(1,1,1) + -r3.xyz;
  r1.xyz = saturate(r1.xyz * r0.xxx + r3.xyz);
  r0.xzw = r0.www ? float3(0,0,0) : r1.xyz;
  r1.xyz = r0.xzw * r0.yyy;
  o1.xyz = -r0.xzw * cb0[0].yyy + cb0[0].yyy;
  o0.xyz = cb0[0].xxx * r1.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sat Dec 23 20:55:41 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyz         1     NONE   float   xyz
// TEXCOORD                 1   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyz         0   TARGET   float   xyz
// SV_TARGET                1   xyz         1   TARGET   float   xyz
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_constantbuffer CB2[13], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_texturecube (float,float,float,float) t3
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xy
dcl_output o0.xyz
dcl_output o1.xyz
dcl_temps 4
sample_l_indexable(texture2d)(float,float,float,float) r0.xyzw, v2.xyxx, t0.xyzw, s1, l(0.000000)
mad r0.xyzw, r0.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
dp3 r1.x, r0.xyzx, r0.xyzx
rsq r1.x, r1.x
mul r0.xyz, r0.xyzx, r1.xxxx
ge r0.w, l(-1.000000), r0.w
sample_l_indexable(texture2d)(float,float,float,float) r1.x, v2.xyxx, t2.xyzw, s3, l(0.000000)
mad r1.xy, r1.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r1.x, r1.x, -r1.y
mul r1.xyz, |r1.xxxx|, v1.xyzx
dp3 r1.w, -r1.xyzx, r0.xyzx
add r1.w, r1.w, r1.w
mad r2.xyz, r0.xyzx, -r1.wwww, -r1.xyzx
dp3 r3.x, r2.xyzx, cb2[10].xyzx
dp3 r3.y, r2.xyzx, cb2[11].xyzx
dp3 r3.z, r2.xyzx, cb2[12].xyzx
mov r2.xyz, -r3.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r3.xyzw, v2.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.w, r3.w, r3.w
mul r2.w, r1.w, l(8.000000)
mad r1.w, r1.w, l(31.000000), l(1.000000)
div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.w
sample_l_indexable(texturecube)(float,float,float,float) r2.x, r2.xyzx, t3.yxzw, s0, r2.w
mul r2.y, r2.x, l(-0.700000)
dp3 r2.z, -r1.xyzx, -r1.xyzx
rsq r2.z, r2.z
mul r1.xyz, -r1.xyzx, r2.zzzz
dp3_sat r0.x, r0.xyzx, r1.xyzx
mad r0.y, r0.x, r2.y, r2.x
mul r0.x, r0.x, l(-8.656170)
exp r0.x, r0.x
mul r0.x, r1.w, r0.x
add r1.xyz, -r3.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad_sat r1.xyz, r1.xyzx, r0.xxxx, r3.xyzx
movc r0.xzw, r0.wwww, l(0,0,0,0), r1.xxyz
mul r1.xyz, r0.yyyy, r0.xzwx
mad o1.xyz, -r0.xzwx, cb0[0].yyyy, cb0[0].yyyy
mul o0.xyz, r1.xyzx, cb0[0].xxxx
ret
// Approximately 0 instruction slots used

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