// ---- Created with 3Dmigoto v0.6.164 on Mon Aug 25 12:27:07 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);

  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 s500__sampler_s : register(s2);
SamplerState s510__sampler_s : register(s3);
SamplerState s520__sampler_s : register(s4);
SamplerState S000_DiffuseTexture_sampler_s : register(s8);
SamplerState S001_NormalTexture_sampler_s : register(s9);
SamplerState S060_EnvCubeTexture_sampler_s : register(s10);
SamplerComparisonState s600__sampler_s : register(s5);
SamplerComparisonState s610__sampler_s : register(s6);
SamplerComparisonState s620__sampler_s : register(s7);
Texture2D<float4> s110_DynamicAOTexture : register(t1);
Texture2D<float4> s500_ : register(t2);
Texture2D<float4> s510_ : register(t3);
Texture2D<float4> s520_ : register(t4);
Texture2D<float4> s600_ : register(t5);
Texture2D<float4> s610_ : register(t6);
Texture2D<float4> s620_ : register(t7);
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,
  float4 v6 : TEXCOORD5,
  float4 v7 : TEXCOORD6,
  float4 v8 : TEXCOORD7,
  out float4 o0 : SV_Target0)
{
  const float4 icb[] = { { 1.000000, 1.000000, 0, 0},
                              { 0.250000, -0.250000, 0, 0},
                              { -1.000000, -1.000000, 0, 0},
                              { -0.250000, 0.250000, 0, 0},
                              { 0.500000, 0.500000, 0, 0},
                              { 0.750000, -0.750000, 0, 0},
                              { -0.500000, -0.500000, 0, 0},
                              { -0.750000, 0.750000, 0, 0} };
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.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);
r0.x += s.x * s.y * cb13[6].x /fov ;
r0.y += s.x * s.y * cb13[6].y /fov ;
r0.z += s.x * s.y * cb13[6].z /fov ;   
  
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r1.xyzw = S001_NormalTexture.Sample(S001_NormalTexture_sampler_s, v2.xy).zxyw;
  r0.w = D013_SpecularPowerAndLevel.y * r1.x;
  r1.y = r1.y * r1.w;
  r2.xy = r1.yz * float2(2,2) + float2(-1,-1);
  r1.y = dot(r2.xy, r2.xy);
  r1.y = min(1, r1.y);
  r1.y = 1 + -r1.y;
  r2.z = sqrt(r1.y);
  r3.x = dot(v3.xyz, r2.xyz);
  r3.y = dot(v4.xyz, r2.xyz);
  r3.z = dot(v5.xyz, r2.xyz);
  r1.y = dot(r3.xyz, r3.xyz);
  r1.y = rsqrt(r1.y);
  r2.xyz = r3.xyz * r1.yyy;
  r4.xyzw = S000_DiffuseTexture.Sample(S000_DiffuseTexture_sampler_s, v2.xy).xyzw;
  r1.zw = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r1.z = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r1.zw).w;
  r1.y = r3.z * r1.y + 1;
  r1.y = 0.5 * r1.y;
  r3.xyz = c001_AmbientColor2.xyz + -c000_AmbientColor.xyz;
  r3.xyz = r1.yyy * r3.xyz + c000_AmbientColor.xyz;
  r1.y = dot(r0.xyz, r2.xyz);
  r1.y = r1.y + r1.y;
  r5.xyz = r2.xyz * -r1.yyy + r0.xyz;
  r5.xyz = S060_EnvCubeTexture.Sample(S060_EnvCubeTexture_sampler_s, r5.xyz).xyz;
  r1.y = D018_EnvMapAmountAndSpecLevelRef.x * r1.x;
  r5.xyz = r5.xyz * r1.yyy;
  r1.x = cmp(r1.x >= D018_EnvMapAmountAndSpecLevelRef.y);
  r1.x = r1.x ? 1.000000 : 0;
  r5.xyz = r5.xyz * r1.xxx;
  r1.xy = v6.xy / v6.ww;
  r1.x = s500_.Sample(s500__sampler_s, r1.xy).x;
  r1.y = cmp(0 >= -v6.z);
  r1.y = r1.y ? 1.000000 : 0;
  r1.x = r1.x * r1.y;
  r6.xyz = -v1.xyz * d000_Lights[0].Switches.zzz + d000_Lights[0].PosOrDirAndFar.xyz;
  r1.y = dot(r6.xyz, r6.xyz);
  r1.y = sqrt(r1.y);
  r6.xyz = r6.xyz / r1.yyy;
  r7.xy = -d000_Lights[0].Switches.zx + float2(1,1);
  r1.w = v6.z * r7.x;
  r1.y = r1.y * d000_Lights[0].Switches.z + r1.w;
  r7.xzw = d000_Lights[0].ColorAndAttenuation.xyz * r1.xxx;
  r1.x = -d000_Lights[0].ColorAndAttenuation.w * r1.y + 1;
  r7.xzw = r7.xzw * r1.xxx;
  r1.x = cmp(d000_Lights[0].PosOrDirAndFar.w >= r1.y);
  r1.x = r1.x ? 1.000000 : 0;
  r1.xyw = r7.xzw * r1.xxx;
  r2.w = dot(v0.xy, float2(8.10000038,5.69999981));
  sincos(r2.w, r7.x, r8.x);
  r8.y = r7.x;
  r7.xz = d000_Lights[0].Switches.ww * r8.xy;
  r9.xyz = v6.xyz / v6.www;
  r2.w = 0;
  r3.w = 0;
  while (true) {
    r6.w = cmp((int)r3.w >= 4);
    if (r6.w != 0) break;
    r6.w = (uint)r3.w << 1;
    r8.zw = icb[r6.w+0].xy * r7.zx + r9.xy;
    r6.w = s600_.SampleCmpLevelZero(s600__sampler_s, r8.zw, r9.z).x;
    r6.w = r6.w + r2.w;
    r7.w = mad((int)r3.w, 2, 1);
    r8.zw = icb[r7.w+0].xy * r7.xz + r9.xy;
    r7.w = s600_.SampleCmpLevelZero(s600__sampler_s, r8.zw, r9.z).x;
    r2.w = r7.w + r6.w;
    r3.w = (int)r3.w + 1;
  }
  r2.w = saturate(r2.w * 0.125 + d000_Lights[0].ShadowTrans.x);
  r1.xyw = r2.www * r1.xyw;
  r2.w = dot(r2.xyz, r6.xyz);
  r3.w = max(d000_Lights[0].Switches.x, r2.w);
  r7.xzw = r3.www * r1.xyw;
  r2.w = r2.w + r2.w;
  r6.xyz = r2.www * r2.xyz + -r6.xyz;
  r2.w = saturate(dot(r0.xyz, r6.xyz));
  r2.w = log2(r2.w);
  r2.w = D013_SpecularPowerAndLevel.x * r2.w;
  r2.w = exp2(r2.w);
  r1.xyw = r2.www * r1.xyw;
  r1.xyw = d000_Lights[0].Switches.yyy * r1.xyw;
  r2.w = 1 + -r1.z;
  r3.w = r7.y * r2.w;
  r6.x = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r7.xzw));
  r6.x = r3.w * r6.x + r1.z;
  r6.y = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r1.xyw));
  r3.w = r3.w * r6.y + r1.z;
  r6.yz = v7.xy / v7.ww;
  r6.y = s510_.Sample(s510__sampler_s, r6.yz).x;
  r6.z = cmp(0 >= -v7.z);
  r6.z = r6.z ? 1.000000 : 0;
  r6.y = r6.y * r6.z;
  r9.xyz = -v1.xyz * d000_Lights[1].Switches + d000_Lights[1].PosOrDirAndFar;
  r6.z = dot(r9.xyz, r9.xyz);
  r6.z = sqrt(r6.z);
  r9.xyz = r9.xyz / r6.zzz;
  r8.zw = -d000_Lights[1].Switches + float2(1,1);
  r6.w = v7.z * r8.z;
  r6.z = r6.z * d000_Lights[1].Switches + r6.w;
  r10.xyz = d000_Lights[1].ColorAndAttenuation * r6.yyy;
  r6.y = -d000_Lights[1].ColorAndAttenuation * r6.z + 1;
  r10.xyz = r10.xyz * r6.yyy;
  r6.y = cmp(d000_Lights[1].PosOrDirAndFar >= r6.z);
  r6.y = r6.y ? 1.000000 : 0;
  r6.yzw = r10.xyz * r6.yyy;
  r10.xy = d000_Lights[1].Switches * r8.xy;
  r11.xyz = v7.xyz / v7.www;
  r7.y = 0;
  r8.z = 0;
  while (true) {
    r9.w = cmp((int)r8.z >= 4);
    if (r9.w != 0) break;
    r9.w = (uint)r8.z << 1;
    r10.zw = icb[r9.w+0].xy * r10.yx + r11.xy;
    r9.w = s610_.SampleCmpLevelZero(s610__sampler_s, r10.zw, r11.z).x;
    r9.w = r9.w + r7.y;
    r10.z = mad((int)r8.z, 2, 1);
    r10.zw = icb[r10.z+0].xy * r10.xy + r11.xy;
    r10.z = s610_.SampleCmpLevelZero(s610__sampler_s, r10.zw, r11.z).x;
    r7.y = r10.z + r9.w;
    r8.z = (int)r8.z + 1;
  }
  r7.y = saturate(r7.y * 0.125 + d000_Lights[1].ShadowTrans);
  r6.yzw = r7.yyy * r6.yzw;
  r7.y = dot(r2.xyz, r9.xyz);
  r8.z = max(d000_Lights[1].Switches, r7.y);
  r10.xyz = r8.zzz * r6.yzw;
  r7.y = r7.y + r7.y;
  r9.xyz = r7.yyy * r2.xyz + -r9.xyz;
  r7.y = saturate(dot(r0.xyz, r9.xyz));
  r7.y = log2(r7.y);
  r7.y = D013_SpecularPowerAndLevel.x * r7.y;
  r7.y = exp2(r7.y);
  r6.yzw = r7.yyy * r6.yzw;
  r6.yzw = d000_Lights[1].Switches * r6.yzw;
  r7.y = r8.w * r2.w;
  r8.z = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r10.xyz));
  r8.z = r7.y * r8.z + r1.z;
  r9.xyz = r10.xyz * r8.zzz;
  r8.z = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r6.yzw));
  r7.y = r7.y * r8.z + r1.z;
  r6.yzw = r7.yyy * r6.yzw;
  r7.xyz = r7.xzw * r6.xxx + r9.xyz;
  r1.xyw = r1.xyw * r3.www + r6.yzw;
  r6.xy = v8.xy / v8.ww;
  r3.w = s520_.Sample(s520__sampler_s, r6.xy).x;
  r6.x = cmp(0 >= -v8.z);
  r6.x = r6.x ? 1.000000 : 0;
  r3.w = r6.x * r3.w;
  r6.xyz = -v1.xyz * d000_Lights[2].Switches + d000_Lights[2].PosOrDirAndFar;
  r6.w = dot(r6.xyz, r6.xyz);
  r6.w = sqrt(r6.w);
  r6.xyz = r6.xyz / r6.www;
  r8.zw = -d000_Lights[2].Switches + float2(1,1);
  r7.w = v8.z * r8.z;
  r6.w = r6.w * d000_Lights[2].Switches + r7.w;
  r9.xyz = d000_Lights[2].ColorAndAttenuation * r3.www;
  r3.w = -d000_Lights[2].ColorAndAttenuation * r6.w + 1;
  r9.xyz = r9.xyz * r3.www;
  r3.w = cmp(d000_Lights[2].PosOrDirAndFar >= r6.w);
  r3.w = r3.w ? 1.000000 : 0;
  r9.xyz = r9.xyz * r3.www;
  r8.xy = d000_Lights[2].Switches * r8.xy;
  r10.xyz = v8.xyz / v8.www;
  r3.w = 0;
  r6.w = 0;
  while (true) {
    r7.w = cmp((int)r6.w >= 4);
    if (r7.w != 0) break;
    r7.w = (uint)r6.w << 1;
    r11.xy = icb[r7.w+0].xy * r8.yx + r10.xy;
    r7.w = s620_.SampleCmpLevelZero(s620__sampler_s, r11.xy, r10.z).x;
    r7.w = r7.w + r3.w;
    r8.z = mad((int)r6.w, 2, 1);
    r11.xy = icb[r8.z+0].xy * r8.xy + r10.xy;
    r8.z = s620_.SampleCmpLevelZero(s620__sampler_s, r11.xy, r10.z).x;
    r3.w = r8.z + r7.w;
    r6.w = (int)r6.w + 1;
  }
  r3.w = saturate(r3.w * 0.125 + d000_Lights[2].ShadowTrans);
  r8.xyz = r9.xyz * r3.www;
  r3.w = dot(r2.xyz, r6.xyz);
  r6.w = max(d000_Lights[2].Switches, r3.w);
  r9.xyz = r8.xyz * r6.www;
  r3.w = r3.w + r3.w;
  r2.xyz = r3.www * r2.xyz + -r6.xyz;
  r0.x = saturate(dot(r0.xyz, r2.xyz));
  r0.x = log2(r0.x);
  r0.x = D013_SpecularPowerAndLevel.x * r0.x;
  r0.x = exp2(r0.x);
  r0.xyz = r8.xyz * r0.xxx;
  r0.xyz = d000_Lights[2].Switches * r0.xyz;
  r2.x = r8.w * r2.w;
  r2.y = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r9.xyz));
  r2.y = r2.x * r2.y + r1.z;
  r2.z = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r0.xyz));
  r2.x = r2.x * r2.z + r1.z;
  r2.yzw = r9.xyz * r2.yyy + r7.xyz;
  r0.xyz = r0.xyz * r2.xxx + r1.xyw;
  r1.xyz = r3.xyz * r1.zzz + r2.yzw;
  r1.w = 1;
  r1.xyzw = r1.xyzw * r4.xyzw;
  r1.xyz = r0.xyz * r0.www + r1.xyz;
  r5.w = 0;
  r0.xyzw = r5.xyzw + r1.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 Mon Aug 25 12:27:07 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
//   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
// s500__sampler                     sampler      NA          NA    2        1
// s510__sampler                     sampler      NA          NA    3        1
// s520__sampler                     sampler      NA          NA    4        1
// s600__sampler                   sampler_c      NA          NA    5        1
// s610__sampler                   sampler_c      NA          NA    6        1
// s620__sampler                   sampler_c      NA          NA    7        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
// s500_                             texture  float4          2d    2        1
// s510_                             texture  float4          2d    3        1
// s520_                             texture  float4          2d    4        1
// s600_                             texture  float4          2d    5        1
// s610_                             texture  float4          2d    6        1
// s620_                             texture  float4          2d    7        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
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
// TEXCOORD                 7   xyzw        8     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_immediateConstantBuffer { { 1.000000, 1.000000, 0, 0},
                              { 0.250000, -0.250000, 0, 0},
                              { -1.000000, -1.000000, 0, 0},
                              { -0.250000, 0.250000, 0, 0},
                              { 0.500000, 0.500000, 0, 0},
                              { 0.750000, -0.750000, 0, 0},
                              { -0.500000, -0.500000, 0, 0},
                              { -0.750000, 0.750000, 0, 0} }
dcl_constantbuffer CB0[100], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_comparison
dcl_sampler s6, mode_comparison
dcl_sampler s7, mode_comparison
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) 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_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
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_input_ps linear v6.xyzw
dcl_input_ps linear v7.xyzw
dcl_input_ps linear v8.xyzw
dcl_output o0.xyzw
dcl_temps 12
add r0.xyz, -v1.xyzx, cb0[4].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v2.xyxx, t9.zxyw, s9
mul r0.w, r1.x, cb0[64].y
mul r1.y, r1.w, r1.y
mad r2.xy, r1.yzyy, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r1.y, r2.xyxx, r2.xyxx
min r1.y, r1.y, l(1.000000)
add r1.y, -r1.y, l(1.000000)
sqrt r2.z, r1.y
dp3 r3.x, v3.xyzx, r2.xyzx
dp3 r3.y, v4.xyzx, r2.xyzx
dp3 r3.z, v5.xyzx, r2.xyzx
dp3 r1.y, r3.xyzx, r3.xyzx
rsq r1.y, r1.y
mul r2.xyz, r1.yyyy, r3.xyzx
sample_indexable(texture2d)(float,float,float,float) r4.xyzw, v2.xyxx, t8.xyzw, s8
mad r1.zw, v0.xxxy, cb0[9].zzzw, cb0[9].xxxy
sample_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t1.xywz, s1
mad r1.y, r3.z, r1.y, l(1.000000)
mul r1.y, r1.y, l(0.500000)
add r3.xyz, -cb0[23].xyzx, cb0[24].xyzx
mad r3.xyz, r1.yyyy, r3.xyzx, cb0[23].xyzx
dp3 r1.y, r0.xyzx, r2.xyzx
add r1.y, r1.y, r1.y
mad r5.xyz, r2.xyzx, -r1.yyyy, r0.xyzx
sample_indexable(texturecube)(float,float,float,float) r5.xyz, r5.xyzx, t10.xyzw, s10
mul r1.y, r1.x, cb0[65].x
mul r5.xyz, r1.yyyy, r5.xyzx
ge r1.x, r1.x, cb0[65].y
and r1.x, r1.x, l(0x3f800000)
mul r5.xyz, r1.xxxx, r5.xyzx
div r1.xy, v6.xyxx, v6.wwww
sample_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t2.xyzw, s2
ge r1.y, l(0.000000), -v6.z
and r1.y, r1.y, l(0x3f800000)
mul r1.x, r1.y, r1.x
mad r6.xyz, -v1.xyzx, cb0[30].zzzz, cb0[29].xyzx
dp3 r1.y, r6.xyzx, r6.xyzx
sqrt r1.y, r1.y
div r6.xyz, r6.xyzx, r1.yyyy
add r7.xy, l(1.000000, 1.000000, 0.000000, 0.000000), -cb0[30].zxzz
mul r1.w, r7.x, v6.z
mad r1.y, r1.y, cb0[30].z, r1.w
mul r7.xzw, r1.xxxx, cb0[28].xxyz
mad r1.x, -cb0[28].w, r1.y, l(1.000000)
mul r7.xzw, r1.xxxx, r7.xxzw
ge r1.x, cb0[29].w, r1.y
and r1.x, r1.x, l(0x3f800000)
mul r1.xyw, r1.xxxx, r7.xzxw
dp2 r2.w, v0.xyxx, l(8.100000, 5.700000, 0.000000, 0.000000)
sincos r7.x, r8.x, r2.w
mov r8.y, r7.x
mul r7.xz, r8.xxyx, cb0[30].wwww
div r9.xyz, v6.xyzx, v6.wwww
mov r2.w, l(0)
mov r3.w, l(0)
loop
  ige r6.w, r3.w, l(4)
  breakc_nz r6.w
  ishl r6.w, r3.w, l(1)
  mad r8.zw, icb[r6.w + 0].xxxy, r7.zzzx, r9.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r6.w, r8.zwzz, t5.xxxx, s5, r9.z
  add r6.w, r2.w, r6.w
  imad r7.w, r3.w, l(2), l(1)
  mad r8.zw, icb[r7.w + 0].xxxy, r7.xxxz, r9.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r8.zwzz, t5.xxxx, s5, r9.z
  add r2.w, r6.w, r7.w
  iadd r3.w, r3.w, l(1)
endloop
mad_sat r2.w, r2.w, l(0.125000), cb0[31].x
mul r1.xyw, r1.xyxw, r2.wwww
dp3 r2.w, r2.xyzx, r6.xyzx
max r3.w, r2.w, cb0[30].x
mul r7.xzw, r1.xxyw, r3.wwww
add r2.w, r2.w, r2.w
mad r6.xyz, r2.wwww, r2.xyzx, -r6.xyzx
dp3_sat r2.w, r0.xyzx, r6.xyzx
log r2.w, r2.w
mul r2.w, r2.w, cb0[64].x
exp r2.w, r2.w
mul r1.xyw, r1.xyxw, r2.wwww
mul r1.xyw, r1.xyxw, cb0[30].yyyy
add r2.w, -r1.z, l(1.000000)
mul r3.w, r2.w, r7.y
dp3_sat r6.x, l(0.212500, 0.715400, 0.072100, 0.000000), r7.xzwx
mad r6.x, r3.w, r6.x, r1.z
dp3_sat r6.y, l(0.212500, 0.715400, 0.072100, 0.000000), r1.xywx
mad r3.w, r3.w, r6.y, r1.z
div r6.yz, v7.xxyx, v7.wwww
sample_indexable(texture2d)(float,float,float,float) r6.y, r6.yzyy, t3.yxzw, s3
ge r6.z, l(0.000000), -v7.z
and r6.z, r6.z, l(0x3f800000)
mul r6.y, r6.z, r6.y
mad r9.xyz, -v1.xyzx, cb0[34].zzzz, cb0[33].xyzx
dp3 r6.z, r9.xyzx, r9.xyzx
sqrt r6.z, r6.z
div r9.xyz, r9.xyzx, r6.zzzz
add r8.zw, l(0.000000, 0.000000, 1.000000, 1.000000), -cb0[34].zzzx
mul r6.w, r8.z, v7.z
mad r6.z, r6.z, cb0[34].z, r6.w
mul r10.xyz, r6.yyyy, cb0[32].xyzx
mad r6.y, -cb0[32].w, r6.z, l(1.000000)
mul r10.xyz, r6.yyyy, r10.xyzx
ge r6.y, cb0[33].w, r6.z
and r6.y, r6.y, l(0x3f800000)
mul r6.yzw, r6.yyyy, r10.xxyz
mul r10.xy, r8.xyxx, cb0[34].wwww
div r11.xyz, v7.xyzx, v7.wwww
mov r7.y, l(0)
mov r8.z, l(0)
loop
  ige r9.w, r8.z, l(4)
  breakc_nz r9.w
  ishl r9.w, r8.z, l(1)
  mad r10.zw, icb[r9.w + 0].xxxy, r10.yyyx, r11.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r10.zwzz, t6.xxxx, s6, r11.z
  add r9.w, r7.y, r9.w
  imad r10.z, r8.z, l(2), l(1)
  mad r10.zw, icb[r10.z + 0].xxxy, r10.xxxy, r11.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r10.z, r10.zwzz, t6.xxxx, s6, r11.z
  add r7.y, r9.w, r10.z
  iadd r8.z, r8.z, l(1)
endloop
mad_sat r7.y, r7.y, l(0.125000), cb0[35].x
mul r6.yzw, r6.yyzw, r7.yyyy
dp3 r7.y, r2.xyzx, r9.xyzx
max r8.z, r7.y, cb0[34].x
mul r10.xyz, r6.yzwy, r8.zzzz
add r7.y, r7.y, r7.y
mad r9.xyz, r7.yyyy, r2.xyzx, -r9.xyzx
dp3_sat r7.y, r0.xyzx, r9.xyzx
log r7.y, r7.y
mul r7.y, r7.y, cb0[64].x
exp r7.y, r7.y
mul r6.yzw, r6.yyzw, r7.yyyy
mul r6.yzw, r6.yyzw, cb0[34].yyyy
mul r7.y, r2.w, r8.w
dp3_sat r8.z, l(0.212500, 0.715400, 0.072100, 0.000000), r10.xyzx
mad r8.z, r7.y, r8.z, r1.z
mul r9.xyz, r8.zzzz, r10.xyzx
dp3_sat r8.z, l(0.212500, 0.715400, 0.072100, 0.000000), r6.yzwy
mad r7.y, r7.y, r8.z, r1.z
mul r6.yzw, r6.yyzw, r7.yyyy
mad r7.xyz, r7.xzwx, r6.xxxx, r9.xyzx
mad r1.xyw, r1.xyxw, r3.wwww, r6.yzyw
div r6.xy, v8.xyxx, v8.wwww
sample_indexable(texture2d)(float,float,float,float) r3.w, r6.xyxx, t4.yzwx, s4
ge r6.x, l(0.000000), -v8.z
and r6.x, r6.x, l(0x3f800000)
mul r3.w, r3.w, r6.x
mad r6.xyz, -v1.xyzx, cb0[38].zzzz, cb0[37].xyzx
dp3 r6.w, r6.xyzx, r6.xyzx
sqrt r6.w, r6.w
div r6.xyz, r6.xyzx, r6.wwww
add r8.zw, l(0.000000, 0.000000, 1.000000, 1.000000), -cb0[38].zzzx
mul r7.w, r8.z, v8.z
mad r6.w, r6.w, cb0[38].z, r7.w
mul r9.xyz, r3.wwww, cb0[36].xyzx
mad r3.w, -cb0[36].w, r6.w, l(1.000000)
mul r9.xyz, r3.wwww, r9.xyzx
ge r3.w, cb0[37].w, r6.w
and r3.w, r3.w, l(0x3f800000)
mul r9.xyz, r3.wwww, r9.xyzx
mul r8.xy, r8.xyxx, cb0[38].wwww
div r10.xyz, v8.xyzx, v8.wwww
mov r3.w, l(0)
mov r6.w, l(0)
loop
  ige r7.w, r6.w, l(4)
  breakc_nz r7.w
  ishl r7.w, r6.w, l(1)
  mad r11.xy, icb[r7.w + 0].xyxx, r8.yxyy, r10.xyxx
  sample_c_lz_indexable(texture2d)(float,float,float,float) r7.w, r11.xyxx, t7.xxxx, s7, r10.z
  add r7.w, r3.w, r7.w
  imad r8.z, r6.w, l(2), l(1)
  mad r11.xy, icb[r8.z + 0].xyxx, r8.xyxx, r10.xyxx
  sample_c_lz_indexable(texture2d)(float,float,float,float) r8.z, r11.xyxx, t7.xxxx, s7, r10.z
  add r3.w, r7.w, r8.z
  iadd r6.w, r6.w, l(1)
endloop
mad_sat r3.w, r3.w, l(0.125000), cb0[39].x
mul r8.xyz, r3.wwww, r9.xyzx
dp3 r3.w, r2.xyzx, r6.xyzx
max r6.w, r3.w, cb0[38].x
mul r9.xyz, r6.wwww, r8.xyzx
add r3.w, r3.w, r3.w
mad r2.xyz, r3.wwww, r2.xyzx, -r6.xyzx
dp3_sat r0.x, r0.xyzx, r2.xyzx
log r0.x, r0.x
mul r0.x, r0.x, cb0[64].x
exp r0.x, r0.x
mul r0.xyz, r0.xxxx, r8.xyzx
mul r0.xyz, r0.xyzx, cb0[38].yyyy
mul r2.x, r2.w, r8.w
dp3_sat r2.y, l(0.212500, 0.715400, 0.072100, 0.000000), r9.xyzx
mad r2.y, r2.x, r2.y, r1.z
dp3_sat r2.z, l(0.212500, 0.715400, 0.072100, 0.000000), r0.xyzx
mad r2.x, r2.x, r2.z, r1.z
mad r2.yzw, r9.xxyz, r2.yyyy, r7.xxyz
mad r0.xyz, r0.xyzx, r2.xxxx, r1.xywx
mad r1.xyz, r3.xyzx, r1.zzzz, r2.yzwy
mov r1.w, l(1.000000)
mul r1.xyzw, r4.xyzw, r1.xyzw
mad r1.xyz, r0.xyzx, r0.wwww, r1.xyzx
mov r5.w, l(0)
add r0.xyzw, r1.xyzw, r5.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 214 instruction slots used

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