//ssr some places
// ---- Created with 3Dmigoto v0.6.164 on Sun Aug 24 15:56:10 2025

cbuffer _Globals : register(b0)
{
  float4 c130_GlobalSceneParams : packoffset(c15);
  float3 d001_CameraPosition : packoffset(c4);
  float4 n005_RenderTargetSizesInv : packoffset(c9);
  float4 c000_AmbientColor : packoffset(c23);
  float4 c001_AmbientColor2 : packoffset(c24);

  struct
  {
    float4 ColorAndAttenuation;
    float4 PosOrDirAndFar;
    float4 Switches;
    float4 ShadowTrans;
  } d000_Lights[3] : packoffset(c28);


  struct
  {
    float4 Color;
    float4 Dir;
  } d009_CounterLight : packoffset(c40);

  float2 D013_SpecularPowerAndLevel : packoffset(c64);
  float2 D018_EnvMapAmountAndSpecLevelRef : packoffset(c65);
  float D350_ForcedWorldNormalZ : packoffset(c66);
  float4 c025_VisualColorModulator : packoffset(c99);
}

cbuffer cb13 : register(b13)
{
  float4 cb13[100];
}


SamplerState s110_DynamicAOTexture_sampler_s : register(s1);
SamplerState s900__sampler_s : register(s5);
SamplerState S000_DiffuseTexture_sampler_s : register(s8);
SamplerState S001_NormalTexture_sampler_s : register(s9);
SamplerState S060_EnvCubeTexture_sampler_s : register(s10);
Texture2D<float4> s110_DynamicAOTexture : register(t1);
Texture2D<float4> s900_ : register(t5);
Texture2D<float4> S000_DiffuseTexture : register(t8);
Texture2D<float4> S001_NormalTexture : register(t9);
TextureCube<float4> S060_EnvCubeTexture : register(t10);


// 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,r3,r4,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = S001_NormalTexture.Sample(S001_NormalTexture_sampler_s, v2.xy).zxyw;
  r0.y = r0.y * r0.w;
  r1.xy = r0.yz * float2(2,2) + float2(-1,-1);
  r0.y = D018_EnvMapAmountAndSpecLevelRef.x * r0.x;
  r0.z = dot(r1.xy, r1.xy);
  r0.z = min(1, r0.z);
  r0.z = 1 + -r0.z;
  r1.z = sqrt(r0.z);
  r2.x = dot(v3.xyz, r1.xyz);
  r2.y = dot(v4.xyz, r1.xyz);
  r2.z = dot(v5.xyz, r1.xyz);
  r0.z = dot(r2.xyz, r2.xyz);
  r0.z = rsqrt(r0.z);
  r1.xyz = r2.xyz * r0.zzz;
  r0.z = r2.z * r0.z + 1;
  r0.z = 0.5 * r0.z;
  r0.w = dot(r1.xyz, d000_Lights[0].PosOrDirAndFar.xyz);
  r1.w = r0.w + r0.w;
  r0.w = max(d000_Lights[0].Switches.x, r0.w);
  r2.xyz = r1.www * r1.xyz + -d000_Lights[0].PosOrDirAndFar.xyz;
  r3.xyz = d001_CameraPosition.xyz + -v1.xyz;
  
  float4 s = StereoParams.Load(0);
float4 testeo = IniParams.Load(int2(90,0));   
float fov = sqrt(cb13[0].x*cb13[0].x+cb13[0].y*cb13[0].y+cb13[0].z*cb13[0].z);
r3.x += s.x * s.y * cb13[6].x /fov ;
r3.y += s.x * s.y * cb13[6].y /fov ;
r3.z += s.x * s.y * cb13[6].z /fov ;   
  
  r1.w = dot(r3.xyz, r3.xyz);
  r1.w = rsqrt(r1.w);
  r3.xyz = r3.xyz * r1.www;
  r1.w = saturate(dot(r3.xyz, r2.xyz));
  r1.w = log2(r1.w);
  r1.w = D013_SpecularPowerAndLevel.x * r1.w;
  r1.w = exp2(r1.w);
  r2.xy = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r2.z = s900_.Sample(s900__sampler_s, r2.xy).x;
  r2.x = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r2.xy).w;
  r2.y = saturate(d000_Lights[0].ShadowTrans.x + r2.z);
  r2.yzw = d000_Lights[0].ColorAndAttenuation.xyz * r2.yyy;
  r4.xyz = r2.yzw * r1.www;
  r2.yzw = r2.yzw * r0.www;
  r4.xyz = d000_Lights[0].Switches.yyy * r4.xyz;
  r0.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r4.xyz));
  r1.w = -d000_Lights[0].Switches.x + 1;
  r3.w = 1 + -r2.x;
  r1.w = r3.w * r1.w;
  r0.w = r1.w * r0.w + r2.x;
  r3.w = dot(r1.xyz, d009_CounterLight.Dir.xyz);
  r4.w = r3.w + r3.w;
  r3.w = max(d000_Lights[0].Switches.x, r3.w);
  r5.xyz = d009_CounterLight.Color.xyz * r3.www;
  r6.xyz = r4.www * r1.xyz + -d009_CounterLight.Dir.xyz;
  r3.w = saturate(dot(r3.xyz, r6.xyz));
  r3.w = log2(r3.w);
  r3.w = D013_SpecularPowerAndLevel.x * r3.w;
  r3.w = exp2(r3.w);
  r6.xyz = d009_CounterLight.Color.xyz * r3.www;
  r6.xyz = d000_Lights[0].Switches.yyy * r6.xyz;
  r3.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r6.xyz));
  r3.w = r1.w * r3.w + r2.x;
  r6.xyz = r6.xyz * r3.www;
  r4.xyz = r4.xyz * r0.www + r6.xyz;
  r0.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r5.xyz));
  r0.w = r1.w * r0.w + r2.x;
  r5.xyz = r5.xyz * r0.www;
  r0.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r2.yzw));
  r0.w = r1.w * r0.w + r2.x;
  r2.yzw = r2.yzw * r0.www + r5.xyz;
  r5.xyz = c001_AmbientColor2.xyz + -c000_AmbientColor.xyz;
  r5.xyz = r0.zzz * r5.xyz + c000_AmbientColor.xyz;
  r2.xyz = r5.xyz * r2.xxx + r2.yzw;
  r5.xyzw = S000_DiffuseTexture.Sample(S000_DiffuseTexture_sampler_s, v2.xy).xyzw;
  r2.w = 1;
  r2.xyzw = r5.xyzw * r2.xyzw;
  r0.z = D013_SpecularPowerAndLevel.y * r0.x;
  r0.x = cmp(r0.x >= D018_EnvMapAmountAndSpecLevelRef.y);
  r0.x = r0.x ? 1.000000 : 0;
  r2.xyz = r4.xyz * r0.zzz + r2.xyz;
  r0.z = dot(r3.xyz, r1.xyz);
  r0.z = r0.z + r0.z;
  r1.xyz = r1.xyz * -r0.zzz + r3.xyz;
  r1.xyz = S060_EnvCubeTexture.Sample(S060_EnvCubeTexture_sampler_s, r1.xyz).xyz;
  r0.yzw = r1.xyz * r0.yyy;
  r0.xyz = r0.yzw * r0.xxx;
  r0.w = 0;
  r0.xyzw = r2.xyzw + r0.xyzw;
  r0.xyzw = c025_VisualColorModulator.xyzw * r0.xyzw;
  r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
  o0.w = min(1, r0.w);
  o0.xyz = r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Sun Aug 24 15:56:10 2025
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 c130_GlobalSceneParams;     // Offset:  240 Size:    16 [unused]
//   float3 d001_CameraPosition;        // Offset:   64 Size:    12
//   float4 n005_RenderTargetSizesInv;  // Offset:  144 Size:    16
//   float4 c000_AmbientColor;          // Offset:  368 Size:    16
//   float4 c001_AmbientColor2;         // Offset:  384 Size:    16
//
//   struct S_PSLight
//   {
//
//       float4 ColorAndAttenuation;    // Offset:  448
//       float4 PosOrDirAndFar;         // Offset:  464
//       float4 Switches;               // Offset:  480
//       float4 ShadowTrans;            // Offset:  496
//
//   } d000_Lights[3];                  // Offset:  448 Size:   192
//
//   struct S_PSCounterLight
//   {
//
//       float4 Color;                  // Offset:  640
//       float4 Dir;                    // Offset:  656
//
//   } d009_CounterLight;               // Offset:  640 Size:    32
//   float2 D013_SpecularPowerAndLevel; // Offset: 1024 Size:     8
//   float2 D018_EnvMapAmountAndSpecLevelRef;// Offset: 1040 Size:     8
//   float D350_ForcedWorldNormalZ;     // Offset: 1056 Size:     4 [unused]
//   float4 c025_VisualColorModulator;  // Offset: 1584 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s110_DynamicAOTexture_sampler     sampler      NA          NA    1        1
// s900__sampler                     sampler      NA          NA    5        1
// S000_DiffuseTexture_sampler       sampler      NA          NA    8        1
// S001_NormalTexture_sampler        sampler      NA          NA    9        1
// S060_EnvCubeTexture_sampler       sampler      NA          NA   10        1
// s110_DynamicAOTexture             texture  float4          2d    1        1
// s900_                             texture  float4          2d    5        1
// S000_DiffuseTexture               texture  float4          2d    8        1
// S001_NormalTexture                texture  float4          2d    9        1
// S060_EnvCubeTexture               texture  float4        cube   10        1
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xyz
// TEXCOORD                 1   xyzw        2     NONE   float   xy
// TEXCOORD                 2   xyzw        3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyz
// TEXCOORD                 4   xyzw        5     NONE   float   xyz
//
//
// 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[100], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s5, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, mode_default
dcl_sampler s10, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texturecube (float,float,float,float) t10
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_output o0.xyzw
dcl_temps 7
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v2.xyxx, t9.zxyw, s9
mul r0.y, r0.w, r0.y
mad r1.xy, r0.yzyy, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r0.y, r0.x, cb0[65].x
dp2 r0.z, r1.xyxx, r1.xyxx
min r0.z, r0.z, l(1.000000)
add r0.z, -r0.z, l(1.000000)
sqrt r1.z, r0.z
dp3 r2.x, v3.xyzx, r1.xyzx
dp3 r2.y, v4.xyzx, r1.xyzx
dp3 r2.z, v5.xyzx, r1.xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mul r1.xyz, r0.zzzz, r2.xyzx
mad r0.z, r2.z, r0.z, l(1.000000)
mul r0.z, r0.z, l(0.500000)
dp3 r0.w, r1.xyzx, cb0[29].xyzx
add r1.w, r0.w, r0.w
max r0.w, r0.w, cb0[30].x
mad r2.xyz, r1.wwww, r1.xyzx, -cb0[29].xyzx
add r3.xyz, -v1.xyzx, cb0[4].xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
dp3_sat r1.w, r3.xyzx, r2.xyzx
log r1.w, r1.w
mul r1.w, r1.w, cb0[64].x
exp r1.w, r1.w
mad r2.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
sample_indexable(texture2d)(float,float,float,float) r2.z, r2.xyxx, t5.yzxw, s5
sample_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t1.wxyz, s1
add_sat r2.y, r2.z, cb0[31].x
mul r2.yzw, r2.yyyy, cb0[28].xxyz
mul r4.xyz, r1.wwww, r2.yzwy
mul r2.yzw, r0.wwww, r2.yyzw
mul r4.xyz, r4.xyzx, cb0[30].yyyy
dp3_sat r0.w, l(0.212500, 0.715400, 0.072100, 0.000000), r4.xyzx
add r1.w, l(1.000000), -cb0[30].x
add r3.w, -r2.x, l(1.000000)
mul r1.w, r1.w, r3.w
mad r0.w, r1.w, r0.w, r2.x
dp3 r3.w, r1.xyzx, cb0[41].xyzx
add r4.w, r3.w, r3.w
max r3.w, r3.w, cb0[30].x
mul r5.xyz, r3.wwww, cb0[40].xyzx
mad r6.xyz, r4.wwww, r1.xyzx, -cb0[41].xyzx
dp3_sat r3.w, r3.xyzx, r6.xyzx
log r3.w, r3.w
mul r3.w, r3.w, cb0[64].x
exp r3.w, r3.w
mul r6.xyz, r3.wwww, cb0[40].xyzx
mul r6.xyz, r6.xyzx, cb0[30].yyyy
dp3_sat r3.w, l(0.212500, 0.715400, 0.072100, 0.000000), r6.xyzx
mad r3.w, r1.w, r3.w, r2.x
mul r6.xyz, r3.wwww, r6.xyzx
mad r4.xyz, r4.xyzx, r0.wwww, r6.xyzx
dp3_sat r0.w, l(0.212500, 0.715400, 0.072100, 0.000000), r5.xyzx
mad r0.w, r1.w, r0.w, r2.x
mul r5.xyz, r0.wwww, r5.xyzx
dp3_sat r0.w, l(0.212500, 0.715400, 0.072100, 0.000000), r2.yzwy
mad r0.w, r1.w, r0.w, r2.x
mad r2.yzw, r2.yyzw, r0.wwww, r5.xxyz
add r5.xyz, -cb0[23].xyzx, cb0[24].xyzx
mad r5.xyz, r0.zzzz, r5.xyzx, cb0[23].xyzx
mad r2.xyz, r5.xyzx, r2.xxxx, r2.yzwy
sample_indexable(texture2d)(float,float,float,float) r5.xyzw, v2.xyxx, t8.xyzw, s8
mov r2.w, l(1.000000)
mul r2.xyzw, r2.xyzw, r5.xyzw
mul r0.z, r0.x, cb0[64].y
ge r0.x, r0.x, cb0[65].y
and r0.x, r0.x, l(0x3f800000)
mad r2.xyz, r4.xyzx, r0.zzzz, r2.xyzx
dp3 r0.z, r3.xyzx, r1.xyzx
add r0.z, r0.z, r0.z
mad r1.xyz, r1.xyzx, -r0.zzzz, r3.xyzx
sample_indexable(texturecube)(float,float,float,float) r1.xyz, r1.xyzx, t10.xyzw, s10
mul r0.yzw, r0.yyyy, r1.xxyz
mul r0.xyz, r0.xxxx, r0.yzwy
mov r0.w, l(0)
add r0.xyzw, r0.xyzw, r2.xyzw
mul r0.xyzw, r0.xyzw, cb0[99].xyzw
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min o0.w, r0.w, l(1.000000)
mov o0.xyz, r0.xyzx
ret
// Approximately 85 instruction slots used

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