//Lighting PS during Q inspect.
// ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 20:12:28 2023
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[40];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  float4 v4 : TEXCOORD3,
  float4 v5 : TEXCOORD4,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v0.xy * cb2[9].xy + cb2[9].zw;
  r0.zw = v0.xy * cb2[7].xy + cb2[7].zw;
  r1.x = t1.SampleLevel(s2_s, r0.zw, 0).x;
  r1.xy = r1.xx * cb2[8].xy + cb2[8].zw;
  r1.x = r1.x / -r1.y;
  r1.x = min(67108864, abs(r1.x));
  
  r0.x-=stereo.x*(1-stereo.y/r1.x)/cb2[30].x;
  
  r2.xy = r1.xx * r0.xy;
  r2.z = -r1.x;
  r2.w = 1;
  r1.x = dot(r2.xyzw, v3.xyzw);
  r1.y = dot(r2.xyzw, v4.xyzw);
  r1.z = dot(r2.xyzw, v5.xyzw);
  r0.x = dot(r1.xyz, r1.xyz);
  r1.xyz = v1.www * r1.xyz;
  r0.y = dot(r1.xyz, r1.xyz);
  r0.y = sqrt(r0.y);
  r0.y = saturate(-v2.x + r0.y);
  r0.y = 1 + -r0.y;
  r1.xyz = v1.xyz * r0.yyy;
  r0.xy = saturate(r0.xx * float2(1,-8) + float2(0,8));
  r0.x = r0.x * r0.y;
  r0.y = r0.x * v2.y + -0.00392156886;
  r0.x = v2.y * r0.x;
  r0.y = cmp(r0.y < 0);
  if (r0.y != 0) discard;
  r2.xy = t0.SampleLevel(s1_s, r0.zw, 0).xy;
  r2.xy = r2.xy * float2(2,2) + float2(-1,-1);
  r2.xy = r2.xy * r0.xx;
  r0.x = saturate(r0.x);
  r0.yz = r2.xy * float2(0.0500000007,-0.0500000007) + r0.zw;
  r2.xyzw = t2.SampleLevel(s0_s, r0.yz, 0).xyzw;
  r0.y = max(r2.x, r2.z);
  r0.y = max(r0.y, r2.y);
  r0.z = r0.x * -2 + 3;
  r0.x = r0.x * r0.x;
  r0.x = r0.z * r0.x;
  r2.xyz = r0.yyy * r0.xxx + r2.xyz;
  r0.x = r0.y * r0.x;
  o0.xyz = r1.xyz * r0.xxx + r2.xyz;
  o0.w = r2.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 20:12:28 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xy          2     NONE   float   xy
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
//
// 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 CB2[10], 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_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 3
mad r0.xy, v0.xyxx, cb2[9].xyxx, cb2[9].zwzz
mad r0.zw, v0.xxxy, cb2[7].xxxy, cb2[7].zzzw
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r0.zwzz, t1.xyzw, s2, l(0.000000)
mad r1.xy, r1.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r1.x, r1.x, -r1.y
min r1.x, |r1.x|, l(67108864.000000)
mul r2.xy, r0.xyxx, r1.xxxx
mov r2.z, -r1.x
mov r2.w, l(1.000000)
dp4 r1.x, r2.xyzw, v3.xyzw
dp4 r1.y, r2.xyzw, v4.xyzw
dp4 r1.z, r2.xyzw, v5.xyzw
dp3 r0.x, r1.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, v1.wwww
dp3 r0.y, r1.xyzx, r1.xyzx
sqrt r0.y, r0.y
add_sat r0.y, r0.y, -v2.x
add r0.y, -r0.y, l(1.000000)
mul r1.xyz, r0.yyyy, v1.xyzx
mad_sat r0.xy, r0.xxxx, l(1.000000, -8.000000, 0.000000, 0.000000), l(0.000000, 8.000000, 0.000000, 0.000000)
mul r0.x, r0.y, r0.x
mad r0.y, r0.x, v2.y, l(-0.00392156886)
mul r0.x, r0.x, v2.y
lt r0.y, r0.y, l(0.000000)
discard_nz r0.y
sample_l_indexable(texture2d)(float,float,float,float) r2.xy, r0.zwzz, t0.xyzw, s1, l(0.000000)
mad r2.xy, r2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r2.xy, r0.xxxx, r2.xyxx
mov_sat r0.x, r0.x
mad r0.yz, r2.xxyx, l(0.000000, 0.050000, -0.050000, 0.000000), r0.zzwz
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.yzyy, t2.xyzw, s0, l(0.000000)
max r0.y, r2.z, r2.x
max r0.y, r2.y, r0.y
mad r0.z, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.z
mad r2.xyz, r0.yyyy, r0.xxxx, r2.xyzx
mul r0.x, r0.x, r0.y
mad o0.xyz, r1.xyzx, r0.xxxx, r2.xyzx
mov o0.w, r2.w
ret
// Approximately 0 instruction slots used

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