//Shadows PS 3. Big pattern. Rain.
// ---- Created with 3Dmigoto v0.6.182 on Fri Jun  9 18:10:57 2023
Texture2D<float4> t4 : register(t4);

TextureCube<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s4_s : register(s4);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[5];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[1];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[146];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[39];
}




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


void main(
  float4 v0 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r10,r20;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r10.xy = asuint(cb0[37].xy);
  r10.xy = v0.xy + -r10.xy;
  r10.xy = cb0[38].zw * r10.xy;
  r10.xy = r10.xy * cb1[134].xy + cb1[133].xy;
  r10.xy = cb1[135].zw * r10.xy;
  r10.x = t0.SampleLevel(s0_s, r10.xy, 0).x;
  r10.x = max(1.00000005e-18, r10.x);
  r10.yzw = cb1[45].xyw * v0.yyy;
  r10.yzw = v0.xxx * cb1[44].xyw + r10.yzw;
  r10.xyz = r10.xxx * cb1[46].xyw + r10.yzw;
  r10.xyz = cb1[47].xyw + r10.xyz;
  
  r20.xyzw = v0.xyzw;
  r20.x+=stereo.x*(stereo.y*r10.z-1)*cb1[135].x*0.5;
  
  r0.xy = asuint(cb0[37].xy);
  r0.xy = v0.xy + -r0.xy;
  r0.xy = cb0[38].zw * r0.xy;
  r0.xy = r0.xy * cb1[134].xy + cb1[133].xy;
  r0.xy = cb1[135].zw * r0.xy;
  r0.x = t0.SampleLevel(s0_s, r0.xy, 0).x;
  r0.x = max(1.00000005e-18, r0.x);
  r0.yzw = cb1[45].xyw * v0.yyy;
  r0.yzw = r20.xxx * cb1[44].xyw + r0.yzw;
  r0.xyz = r0.xxx * cb1[46].xyw + r0.yzw;
  r0.xyz = cb1[47].xyw + r0.xyz;
  r0.xy = r0.xy / r0.zz;
  r0.xy = -cb1[70].xy + r0.xy;
  r0.xy = r0.xy / cb3[2].xx;
  r0.xyzw = t2.Sample(s2_s, r0.xy).xyzw;
  r0.z = cb3[2].y * r0.z;
  r0.z = ceil(r0.z);
  r0.z = r0.z / cb3[2].y;
  r1.x = 1 + -cb2[0].x;
  r1.x = -r1.x + r0.z;
  r1.x = saturate(cb3[2].z * r1.x);
  r1.x = r1.x * r0.w;
  r1.y = cb3[3].x * cb1[145].z;
  r0.z = r0.z * cb3[2].w + r1.y;
  r0.z = 31.4159279 * r0.z;
  r0.z = sin(r0.z);
  r0.z = max(9.99999997e-07, r0.z);
  r0.z = log2(r0.z);
  r0.z = cb3[3].y * r0.z;
  r0.z = exp2(r0.z);
  r0.z = r1.x * r0.z;
  r0.w = cb1[145].z + r0.w;
  r0.xy = float2(-0.5,-0.5) + r0.xy;
  r0.w = 8.9759798 * r0.w;
  r0.w = sin(r0.w);
  r0.xy = r0.xy * float2(2,2) + r0.ww;
  r0.xy = r0.xy * r0.zz;
  r0.xy = cb3[3].zz * r0.xy;
  r0.z = cb3[3].w;
  r0.xyz = t3.Sample(s3_s, r0.xyz).xyz;
  r1.xy = -cb1[133].xy + v0.xy;
  r1.xy = r1.xy * cb1[134].zw + float2(-0.5,-0.5);
  r1.xy = v0.ww * r1.xy;
  r1.z = v0.w;
  r1.xyz = float3(2,-2,1) * r1.xyz;
  r1.xy = r1.xy / r1.zz;
  r1.xy = r1.xy * cb1[66].xy + cb1[66].wz;
  r0.w = t1.SampleLevel(s1_s, r1.xy, 0).z;
  r0.w = r0.w * 2 + -1;
  r0.w = saturate(-cb3[4].x + r0.w);
  r0.w = ceil(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r0.xyz = cb3[4].yyy * r0.xyz;
  r0.w = t0.SampleLevel(s0_s, r1.xy, 0).x;
  r1.xyz = t4.Sample(s4_s, r1.xy).xyz;
  r1.w = r0.w * cb1[65].z + -cb1[65].w;
  r0.w = r0.w * cb1[65].x + cb1[65].y;
  r1.w = 1 / r1.w;
  r0.w = r1.w + r0.w;
  r0.w = saturate(r0.w / cb3[4].z);
  r0.w = 1 + -r0.w;
  r0.xyz = r0.xyz * r0.www;
  r0.xyz = cb1[138].zzz * r1.xyz + r0.xyz;
  r1.xyz = cb3[1].xyz + -r0.xyz;
  r0.xyz = cb3[4].www * r1.xyz + r0.xyz;
  r0.xyz = max(float3(0,0,0), r0.xyz);
  o0.xyz = cb1[138].yyy * r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.182 on Fri Jun  9 18:10:57 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy w
//
//
// 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 CB0[39], immediateIndexed
dcl_constantbuffer CB1[146], immediateIndexed
dcl_constantbuffer CB2[1], immediateIndexed
dcl_constantbuffer CB3[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, 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_resource_texture2d (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_output o0.xyzw
dcl_temps 2
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mul r0.xy, r0.xyxx, cb0[38].zwzz
mad r0.xy, r0.xyxx, cb1[134].xyxx, cb1[133].xyxx
mul r0.xy, r0.xyxx, cb1[135].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0, l(0.000000)
max r0.x, r0.x, l(1.000000046E-18)
mul r0.yzw, v0.yyyy, cb1[45].xxyw
mad r0.yzw, v0.xxxx, cb1[44].xxyw, r0.yyzw
mad r0.xyz, r0.xxxx, cb1[46].xywx, r0.yzwy
add r0.xyz, r0.xyzx, cb1[47].xywx
div r0.xy, r0.xyxx, r0.zzzz
add r0.xy, r0.xyxx, -cb1[70].xyxx
div r0.xy, r0.xyxx, cb3[2].xxxx
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, r0.xyxx, t2.xyzw, s2
mul r0.z, r0.z, cb3[2].y
round_pi r0.z, r0.z
div r0.z, r0.z, cb3[2].y
add r1.x, -cb2[0].x, l(1.000000)
add r1.x, r0.z, -r1.x
mul_sat r1.x, r1.x, cb3[2].z
mul r1.x, r0.w, r1.x
mul r1.y, cb1[145].z, cb3[3].x
mad r0.z, r0.z, cb3[2].w, r1.y
mul r0.z, r0.z, l(31.415928)
sincos r0.z, null, r0.z
max r0.z, r0.z, l(0.000001)
log r0.z, r0.z
mul r0.z, r0.z, cb3[3].y
exp r0.z, r0.z
mul r0.z, r0.z, r1.x
add r0.w, r0.w, cb1[145].z
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r0.w, r0.w, l(8.975980)
sincos r0.w, null, r0.w
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r0.wwww
mul r0.xy, r0.zzzz, r0.xyxx
mul r0.xy, r0.xyxx, cb3[3].zzzz
mov r0.z, cb3[3].w
sample_indexable(texturecube)(float,float,float,float) r0.xyz, r0.xyzx, t3.xyzw, s3
add r1.xy, v0.xyxx, -cb1[133].xyxx
mad r1.xy, r1.xyxx, cb1[134].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, v0.wwww
mov r1.z, v0.w
mul r1.xyz, r1.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
div r1.xy, r1.xyxx, r1.zzzz
mad r1.xy, r1.xyxx, cb1[66].xyxx, cb1[66].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t1.xywz, s1, l(0.000000)
mad r0.w, r0.w, l(2.000000), l(-1.000000)
add_sat r0.w, r0.w, -cb3[4].x
round_pi r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mul r0.xyz, r0.xyzx, cb3[4].yyyy
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t0.yzwx, s0, l(0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t4.xyzw, s4
mad r1.w, r0.w, cb1[65].z, -cb1[65].w
mad r0.w, r0.w, cb1[65].x, cb1[65].y
div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.w
add r0.w, r0.w, r1.w
div_sat r0.w, r0.w, cb3[4].z
add r0.w, -r0.w, l(1.000000)
mul r0.xyz, r0.wwww, r0.xyzx
mad r0.xyz, cb1[138].zzzz, r1.xyzx, r0.xyzx
add r1.xyz, -r0.xyzx, cb3[1].xyzx
mad r0.xyz, cb3[4].wwww, r1.xyzx, r0.xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul o0.xyz, r0.xyzx, cb1[138].yyyy
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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