//Shadows PS 4. Big pattern. Forest eyes.
// ---- Created with 3Dmigoto v0.6.182 on Sat Jun 10 12:05:08 2023
Texture2D<float4> t5 : register(t5);

Texture2D<float4> t4 : register(t4);

Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s5_s : register(s5);

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[21];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

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,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r10,r11,r20;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r10.xyzw = cb1[45].xyzw * v0.yyyy;
  r10.xyzw = v0.xxxx * cb1[44].xyzw + r10.xyzw;
  r11.xy = asuint(cb0[37].xy);
  r11.xy = v0.xy + -r11.xy;
  r11.xy = cb0[38].zw * r11.xy;
  r11.xy = r11.xy * cb1[134].xy + cb1[133].xy;
  r11.xy = cb1[135].zw * r11.xy;
  r11.z = t0.SampleLevel(s0_s, r11.xy, 0).x;
  r11.z = max(1.00000005e-18, r11.z);
  r10.xyzw = r11.zzzz * cb1[46].xyzw + r10.xyzw;
  r10.xyzw = cb1[47].xyzw + r10.xyzw;
  
  r20.xyzw = v0.xyzw;
  r20.x+=stereo.x*(stereo.y*r10.w-1)*cb1[135].x*0.5;
  
  r0.xyzw = cb1[45].xyzw * v0.yyyy;
  r0.xyzw = r20.xxxx * cb1[44].xyzw + r0.xyzw;
  r1.xy = asuint(cb0[37].xy);
  r1.xy = v0.xy + -r1.xy;
  r1.xy = cb0[38].zw * r1.xy;
  r1.xy = r1.xy * cb1[134].xy + cb1[133].xy;
  r1.xy = cb1[135].zw * r1.xy;
  r1.z = t0.SampleLevel(s0_s, r1.xy, 0).x;
  r1.z = max(1.00000005e-18, r1.z);
  r0.xyzw = r1.zzzz * cb1[46].xyzw + r0.xyzw;
  r0.xyzw = cb1[47].xyzw + r0.xyzw;
  r0.xyzw = r0.xzyz / r0.wwww;
  r0.xyzw = -cb1[70].xzyz + r0.xyzw;
  r1.z = dot(r0.xzw, r0.xzw);
  r1.z = sqrt(r1.z);
  r1.z = r0.w / r1.z;
  r2.xyz = r0.xzw / cb3[12].zzz;
  r0.xyzw = r0.xyzw / cb3[18].zzzz;
  r2.zw = r2.yz + -r2.xy;
  r1.zw = r1.zz * r2.zw + r2.xy;
  r1.zw = float2(-0.5,-0.5) + r1.zw;
  r2.x = dot(r1.zw, cb3[1].xy);
  r2.y = dot(r1.zw, cb3[2].xy);
  r2.xy = cb1[145].zz * cb3[12].xx + r2.xy;
  r2.x = t2.Sample(s2_s, r2.xy).x;
  r3.x = dot(r1.zw, cb3[3].xy);
  r3.y = dot(r1.zw, cb3[4].xy);
  r1.zw = cb1[145].zz * cb3[12].xx + r3.xy;
  r1.z = t2.Sample(s2_s, r1.zw).x;
  r1.z = r2.x * r1.z + -cb3[16].w;
  r1.z = saturate(cb3[17].x * r1.z);
  r2.xy = -cb1[133].xy + v0.xy;
  r2.xy = r2.xy * cb1[134].zw + float2(-0.5,-0.5);
  r2.xy = v0.ww * r2.xy;
  r2.z = v0.w;
  r2.xyz = float3(2,-2,1) * r2.xyz;
  r2.xy = r2.xy / r2.zz;
  r2.xy = r2.xy * cb1[66].xy + cb1[66].wz;
  r2.zw = t1.SampleLevel(s1_s, r2.xy, 0).xz;
  r3.xyz = t5.Sample(s5_s, r2.xy).xyz;
  r3.xyz = cb1[138].zzz * r3.xyz;
  r2.xy = r2.wz * float2(2,2) + float2(-1,-1);
  r1.w = cb3[17].z + -cb3[17].w;
  r2.xy = saturate(abs(r2.xy) * r1.ww + cb3[17].ww);
  r1.z = r2.x * -r1.z + r1.z;
  r1.w = cb3[18].w * cb1[145].z;
  r1.w = frac(r1.w);
  r4.xyzw = float4(36,6,36,6) * r1.wwww;
  r4.xyzw = floor(r4.xyzw);
  r4.xyzw = float4(0.166666672,0.166666672,0.166666672,0.166666672) * r4.xyzw;
  r0.xyzw = r0.xyzw * float4(0.166666672,0.166666672,0.166666672,0.166666672) + r4.xyzw;
  r4.xyzw = t3.Sample(s3_s, r0.zw).xyzw;
  r0.xyzw = t3.Sample(s3_s, r0.xy).xyzw;
  r4.xyzw = r4.xyzw + -r0.xyzw;
  r0.xyzw = r2.yyyy * r4.xyzw + r0.xyzw;
  r0.xyzw = r2.xxxx * -r0.xyzw + r0.xyzw;
  r1.w = r1.z * r0.w;
  r2.xy = r1.xy * cb1[134].xy + cb1[133].xy;
  r2.xy = cb1[135].zw * r2.xy;
  r2.xy = max(cb1[136].xy, r2.xy);
  r2.xy = min(cb1[136].zw, r2.xy);
  r2.x = t0.SampleLevel(s0_s, r2.xy, 0).x;
  r2.y = r2.x * cb1[65].z + -cb1[65].w;
  r2.x = r2.x * cb1[65].x + cb1[65].y;
  r2.y = 1 / r2.y;
  r2.x = r2.x + r2.y;
  r2.x = r2.x / cb3[19].z;
  r2.x = saturate(-cb3[19].w + r2.x);
  r2.x = t4.Sample(s4_s, r2.xx).x;
  r1.w = r2.x * r1.w;
  r2.x = cb2[3].z * r2.x;
  r2.yzw = -cb3[10].xyz + cb3[9].xyz;
  r2.yzw = r0.xxx * r2.yzw + cb3[10].xyz;
  r2.yzw = float3(-1,-1,-1) + r2.yzw;
  r2.yzw = r2.yzw * r0.www;
  r0.xy = -cb3[19].xx + r0.yz;
  r0.xy = cb3[19].yy * r0.xy;
  r0.xy = r1.zz * r0.xy + r1.xy;
  r0.xyz = t5.Sample(s5_s, r0.xy).xyz;
  r0.xyz = cb1[138].zzz * r0.xyz;
  r1.xyz = r1.www * r2.yzw + float3(1,1,1);
  r0.xyz = r0.xyz * r1.xyz + -r3.xyz;
  r0.xyz = r2.xxx * r0.xyz + r3.xyz;
  r1.xyz = cb3[11].xyz + -r0.xyz;
  r0.xyz = cb3[20].xxx * 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 Sat Jun 10 12:05:08 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy w
// TEXCOORD                 0   xyzw        1     NONE   float
//
//
// 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[4], immediateIndexed
dcl_constantbuffer CB3[21], 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_sampler s5, 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.xyw, position
dcl_output o0.xyzw
dcl_temps 5
mul r0.xyzw, v0.yyyy, cb1[45].xyzw
mad r0.xyzw, v0.xxxx, cb1[44].xyzw, r0.xyzw
utof r1.xy, cb0[37].xyxx
add r1.xy, -r1.xyxx, v0.xyxx
mul r1.xy, r1.xyxx, cb0[38].zwzz
mad r1.xy, r1.xyxx, cb1[134].xyxx, cb1[133].xyxx
mul r1.xy, r1.xyxx, cb1[135].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r1.z, r1.xyxx, t0.yzxw, s0, l(0.000000)
max r1.z, r1.z, l(1.000000046E-18)
mad r0.xyzw, r1.zzzz, cb1[46].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[47].xyzw
div r0.xyzw, r0.xzyz, r0.wwww
add r0.xyzw, r0.xyzw, -cb1[70].xzyz
dp3 r1.z, r0.xzwx, r0.xzwx
sqrt r1.z, r1.z
div r1.z, r0.w, r1.z
div r2.xyz, r0.xzwx, cb3[12].zzzz
div r0.xyzw, r0.xyzw, cb3[18].zzzz
add r2.zw, -r2.xxxy, r2.yyyz
mad r1.zw, r1.zzzz, r2.zzzw, r2.xxxy
add r1.zw, r1.zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
dp2 r2.x, r1.zwzz, cb3[1].xyxx
dp2 r2.y, r1.zwzz, cb3[2].xyxx
mad r2.xy, cb1[145].zzzz, cb3[12].xxxx, r2.xyxx
sample_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t2.xyzw, s2
dp2 r3.x, r1.zwzz, cb3[3].xyxx
dp2 r3.y, r1.zwzz, cb3[4].xyxx
mad r1.zw, cb1[145].zzzz, cb3[12].xxxx, r3.xxxy
sample_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t2.yzxw, s2
mad r1.z, r2.x, r1.z, -cb3[16].w
mul_sat r1.z, r1.z, cb3[17].x
add r2.xy, v0.xyxx, -cb1[133].xyxx
mad r2.xy, r2.xyxx, cb1[134].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r2.xy, r2.xyxx, v0.wwww
mov r2.z, v0.w
mul r2.xyz, r2.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
div r2.xy, r2.xyxx, r2.zzzz
mad r2.xy, r2.xyxx, cb1[66].xyxx, cb1[66].wzww
sample_l_indexable(texture2d)(float,float,float,float) r2.zw, r2.xyxx, t1.ywxz, s1, l(0.000000)
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t5.xyzw, s5
mul r3.xyz, r3.xyzx, cb1[138].zzzz
mad r2.xy, r2.wzww, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
add r1.w, -cb3[17].w, cb3[17].z
mad_sat r2.xy, |r2.xyxx|, r1.wwww, cb3[17].wwww
mad r1.z, r2.x, -r1.z, r1.z
mul r1.w, cb1[145].z, cb3[18].w
frc r1.w, r1.w
mul r4.xyzw, r1.wwww, l(36.000000, 6.000000, 36.000000, 6.000000)
round_ni r4.xyzw, r4.xyzw
mul r4.xyzw, r4.xyzw, l(0.166666672, 0.166666672, 0.166666672, 0.166666672)
mad r0.xyzw, r0.xyzw, l(0.166666672, 0.166666672, 0.166666672, 0.166666672), r4.xyzw
sample_indexable(texture2d)(float,float,float,float) r4.xyzw, r0.zwzz, t3.xyzw, s3
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, r0.xyxx, t3.xyzw, s3
add r4.xyzw, -r0.xyzw, r4.xyzw
mad r0.xyzw, r2.yyyy, r4.xyzw, r0.xyzw
mad r0.xyzw, r2.xxxx, -r0.xyzw, r0.xyzw
mul r1.w, r0.w, r1.z
mad r2.xy, r1.xyxx, cb1[134].xyxx, cb1[133].xyxx
mul r2.xy, r2.xyxx, cb1[135].zwzz
max r2.xy, r2.xyxx, cb1[136].xyxx
min r2.xy, r2.xyxx, cb1[136].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t0.xyzw, s0, l(0.000000)
mad r2.y, r2.x, cb1[65].z, -cb1[65].w
mad r2.x, r2.x, cb1[65].x, cb1[65].y
div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), r2.y
add r2.x, r2.y, r2.x
div r2.x, r2.x, cb3[19].z
add_sat r2.x, r2.x, -cb3[19].w
sample_indexable(texture2d)(float,float,float,float) r2.x, r2.xxxx, t4.xyzw, s4
mul r1.w, r1.w, r2.x
mul r2.x, r2.x, cb2[3].z
add r2.yzw, cb3[9].xxyz, -cb3[10].xxyz
mad r2.yzw, r0.xxxx, r2.yyzw, cb3[10].xxyz
add r2.yzw, r2.yyzw, l(0.000000, -1.000000, -1.000000, -1.000000)
mul r2.yzw, r0.wwww, r2.yyzw
add r0.xy, r0.yzyy, -cb3[19].xxxx
mul r0.xy, r0.xyxx, cb3[19].yyyy
mad r0.xy, r1.zzzz, r0.xyxx, r1.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t5.xyzw, s5
mul r0.xyz, r0.xyzx, cb1[138].zzzz
mad r1.xyz, r1.wwww, r2.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.xyz, r0.xyzx, r1.xyzx, -r3.xyzx
mad r0.xyz, r2.xxxx, r0.xyzx, r3.xyzx
add r1.xyz, -r0.xyzx, cb3[11].xyzx
mad r0.xyz, cb3[20].xxxx, 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

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