// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 14:07:44 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyz         1     NONE   float   xyz
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xy          3     NONE   float   xy
//
//
// 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
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[3], immediateIndexed
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.xyz
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_temps 14
dcl_resource_buffer (float,float,float,float) t125
mad r0.xy, v0.xyxx, cb2[7].xyxx, cb2[7].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s2, l(0.000000)
mov r10.x, r0.x
mad r0.xy, r0.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r0.x, r0.x, -r0.y
mad r0.yz, v0.xxyx, cb2[9].xxyx, cb2[9].zzwz
ld_indexable(buffer)(float,float,float,float) r2.xyzw, l(0, 0, 0, 0), t125.xyzw
mul r3.x, r2.y, r10.x
add r3.x, l(1.000000), -r3.x
div r3.x, r3.x, cb2[30].x
mad r0.y, -r2.x, r3.x, r0.y
mul r1.xy, |r0.xxxx|, r0.yzyy
mov r1.z, -|r0.x|
dp3 r0.x, r1.xyzx, r1.xyzx
dp3 r0.y, v1.xyzx, v1.xyzx
sqrt r0.xy, r0.xyxx
add r0.x, -r0.y, r0.x
mul_sat r0.x, r0.x, cb0[2].z
mad r0.y, r0.x, cb0[2].y, cb0[2].x
mul r0.x, r0.x, cb0[2].y
sample_indexable(texture2d)(float,float,float,float) r0.z, v3.xyxx, t1.xzyw, s0
mad r0.y, r0.z, cb0[0].y, r0.y
sample_indexable(texture2d)(float,float,float,float) r0.z, v2.zwzz, t1.xzyw, s0
mad r0.y, r0.z, cb0[0].y, r0.y
dp2 r0.z, v2.xyxx, cb0[1].xyxx
mad r0.y, -r0.z, cb0[0].w, r0.y
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yyyy, t2.xwyz, s1
mad r0.y, r0.y, l(2.000000), l(-1.000000)
mul r0.yz, r0.yyyy, l(0.000000, 1.000000, 2.000000, 0.000000)
mad r0.xy, r0.xxxx, l(2.000000, 15.000000, 0.000000, 0.000000), r0.yzyy
add r0.xy, r0.xyxx, l(-1.000000, -2.000000, 0.000000, 0.000000)
mul_sat r0.xy, r0.xyxx, l(1.000000, 0.250000, 0.000000, 0.000000)
add r0.x, -r0.x, r0.y
max r0.x, r0.x, l(0.000000)
mad r1.xyz, -cb0[0].xxxx, r0.xxxx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r1.w, -r0.x, l(1.000000)
mov o0.xyzw, r1.zzzw
mov o1.xyzw, r1.xyzw
ret
// Approximately 0 instruction slots used
