// ---- Created with 3Dmigoto v0.6.164 on Mon Aug 25 17:42:34 2025

cbuffer _Globals : register(b0)
{
  float4 c130_GlobalSceneParams : packoffset(c15);
  float3 d001_CameraPosition : packoffset(c4);
  float4 d002_CameraNearAndFarAndNearRelAndFarInv : packoffset(c5);
  float3 d105_Camera2WorldPosition : packoffset(c10);
  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);

  float4 C005_EmissiveFacadeColorAndIntensity : packoffset(c64);
  float2 D013_SpecularPowerAndLevel : packoffset(c65);
  float D017_EnvMapAmount : packoffset(c66);

  struct
  {
    row_major float4x4 SMapTM[3];
    float4 FadingParams;
    float4 RangesSqr;
  } d300_CSMShadows : packoffset(c67);

  float D350_ForcedWorldNormalZ : packoffset(c81);
  float4 c025_VisualColorModulator : packoffset(c99);
}

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

SamplerState s110_DynamicAOTexture_sampler_s : register(s1);
SamplerState S000_DiffuseTexture_sampler_s : register(s8);
SamplerState S001_NormalTexture_sampler_s : register(s9);
SamplerState S002_SpecularLevelTexture_sampler_s : register(s10);
SamplerState S011_EmissiveTexture_sampler_s : register(s11);
SamplerState S060_EnvCubeTexture_sampler_s : register(s12);
SamplerComparisonState s700__sampler_s : register(s5);
Texture2D<float4> s110_DynamicAOTexture : register(t1);
Texture2D<float4> s700_ : register(t5);
Texture2D<float4> S000_DiffuseTexture : register(t8);
Texture2D<float4> S001_NormalTexture : register(t9);
Texture2D<float4> S002_SpecularLevelTexture : register(t10);
Texture2D<float4> S011_EmissiveTexture : register(t11);
TextureCube<float4> S060_EnvCubeTexture : register(t12);


// 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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v0.xy, float2(8.10000038,5.69999981));
  sincos(r0.x, r0.x, r1.x);
  r0.y = r1.x;
  r1.xyz = d105_Camera2WorldPosition.xyz + v1.xyz;
  r2.xyzw = d300_CSMShadows.SMapTM[0]._m10_m11_m12_m13 * r1.yyyy;
  r2.xyzw = r1.xxxx * d300_CSMShadows.SMapTM[0]._m00_m01_m02_m03 + r2.xyzw;
  r1.xyzw = r1.zzzz * d300_CSMShadows.SMapTM[0]._m20_m21_m22_m23 + r2.xyzw;
  r1.xyzw = d300_CSMShadows.SMapTM[0]._m30_m31_m32_m33 + r1.xyzw;
  r1.xyz = r1.xyz / r1.www;
  r0.zw = r0.xy * d000_Lights[0].Switches.ww + r1.xy;
  r0.z = s700_.SampleCmpLevelZero(s700__sampler_s, r0.zw, r1.z).x;
  r2.xy = d000_Lights[0].Switches.ww * r0.xy;
  r0.xy = -r0.xy * d000_Lights[0].Switches.ww + r1.xy;
  r0.x = s700_.SampleCmpLevelZero(s700__sampler_s, r0.xy, r1.z).x;
  r2.xyzw = r2.yxyx * float4(0.5,-0.5,-0.5,0.5) + r1.xyxy;
  r0.y = s700_.SampleCmpLevelZero(s700__sampler_s, r2.xy, r1.z).x;
  r0.w = s700_.SampleCmpLevelZero(s700__sampler_s, r2.zw, r1.z).x;
  r0.y = r0.z + r0.y;
  r0.x = r0.y + r0.x;
  r0.x = r0.x + r0.w;
  r0.x = 0.25 * r0.x;
  r0.xyz = d000_Lights[0].ColorAndAttenuation.xyz * r0.xxx;
  r1.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);
r1.x += s.x * s.y * cb13[6].x /fov ;
r1.y += s.x * s.y * cb13[6].y /fov ;
r1.z += s.x * s.y * cb13[6].z /fov ; 
  
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r2.xyz = -r1.zxy;
  r3.xyz = ddx_coarse(r2.zxy);
  r2.xyz = ddy_coarse(r2.xyz);
  r0.w = dot(v4.xyz, v4.xyz);
  r0.w = rsqrt(r0.w);
  r4.xyz = v4.xyz * r0.www;
  r5.xyz = r4.zxy * r3.xyz;
  r3.xyz = r4.yzx * r3.yzx + -r5.xyz;
  r5.xy = ddy_coarse(v2.xy);
  r5.xzw = r5.xxx * r3.xyz;
  r3.xyz = r5.yyy * r3.xyz;
  r6.xyz = r4.yzx * r2.xyz;
  r2.xyz = r2.zxy * r4.zxy + -r6.xyz;
  r6.xy = ddx_coarse(v2.xy);
  r5.xyz = r2.xyz * r6.xxx + r5.xzw;
  r2.xyz = r2.xyz * r6.yyy + r3.xyz;
  r0.w = dot(r5.xyz, r5.xyz);
  r1.w = dot(r2.xyz, r2.xyz);
  r0.w = max(r1.w, r0.w);
  r0.w = rsqrt(r0.w);
  r3.xyz = r5.xyz * r0.www;
  r2.xyz = r2.xyz * r0.www;
  r5.xyz = S001_NormalTexture.Sample(S001_NormalTexture_sampler_s, v2.xy).xyw;
  r5.x = r5.x * r5.z;
  r5.xy = r5.xy * float2(2,2) + float2(-1,-1);
  r2.xyz = r5.yyy * r2.xyz;
  r2.xyz = r3.xyz * r5.xxx + r2.xyz;
  r0.w = dot(r5.xy, r5.xy);
  r0.w = min(1, r0.w);
  r0.w = 1 + -r0.w;
  r0.w = sqrt(r0.w);
  r2.xyz = r4.xyz * r0.www + r2.xyz;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyw = r2.xyz * r0.www;
  r0.w = r2.z * r0.w + 1;
  r0.w = 0.5 * r0.w;
  r1.w = dot(r2.xyw, d000_Lights[0].PosOrDirAndFar.xyz);
  r2.z = r1.w + r1.w;
  r1.w = max(d000_Lights[0].Switches.x, r1.w);
  r3.xyz = r1.www * r0.xyz;
  r4.xyz = r2.zzz * r2.xyw + -d000_Lights[0].PosOrDirAndFar.xyz;
  r1.w = saturate(dot(r1.xyz, r4.xyz));
  r1.w = log2(r1.w);
  r1.w = D013_SpecularPowerAndLevel.x * r1.w;
  r1.w = exp2(r1.w);
  r0.xyz = r1.www * r0.xyz;
  r0.xyz = d000_Lights[0].Switches.yyy * r0.xyz;
  r1.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r0.xyz));
  r2.z = -d000_Lights[0].Switches.x + 1;
  r4.xy = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r3.w = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r4.xy).w;
  r4.x = 1 + -r3.w;
  r2.z = r4.x * r2.z;
  r1.w = r2.z * r1.w + r3.w;
  r4.x = dot(r2.xyw, d009_CounterLight.Dir.xyz);
  r4.y = r4.x + r4.x;
  r4.x = max(d000_Lights[0].Switches.x, r4.x);
  r4.xzw = d009_CounterLight.Color.xyz * r4.xxx;
  r5.xyz = r4.yyy * r2.xyw + -d009_CounterLight.Dir.xyz;
  r4.y = saturate(dot(r1.xyz, r5.xyz));
  r4.y = log2(r4.y);
  r4.y = D013_SpecularPowerAndLevel.x * r4.y;
  r4.y = exp2(r4.y);
  r5.xyz = d009_CounterLight.Color.xyz * r4.yyy;
  r5.xyz = d000_Lights[0].Switches.yyy * r5.xyz;
  r4.y = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r5.xyz));
  r4.y = r2.z * r4.y + r3.w;
  r5.xyz = r5.xyz * r4.yyy;
  r0.xyz = r0.xyz * r1.www + r5.xyz;
  r5.xyz = S002_SpecularLevelTexture.Sample(S002_SpecularLevelTexture_sampler_s, v2.xy).xyz;
  r1.w = D013_SpecularPowerAndLevel.y * r5.y;
  r6.xyz = r1.www * r0.xyz;
  r0.x = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r4.xzw));
  r0.x = r2.z * r0.x + r3.w;
  r0.xyz = r4.xzw * r0.xxx;
  r1.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r3.xyz));
  r1.w = r2.z * r1.w + r3.w;
  r0.xyz = r3.xyz * r1.www + r0.xyz;
  r3.xyz = c001_AmbientColor2.xyz + -c000_AmbientColor.xyz;
  r3.xyz = r0.www * r3.xyz + c000_AmbientColor.xyz;
  r0.xyz = r3.xyz * r3.www + r0.xyz;
  r3.xyzw = S000_DiffuseTexture.Sample(S000_DiffuseTexture_sampler_s, v2.xy).xyzw;
  r0.w = 1;
  r6.w = 0;
  r0.xyzw = r0.xyzw * r3.xyzw + r6.xyzw;
  r3.xyz = S011_EmissiveTexture.Sample(S011_EmissiveTexture_sampler_s, v3.xy).xyz;
  r3.xyz = r3.xyz * r5.zzz;
  r4.xyz = C005_EmissiveFacadeColorAndIntensity.xyz * C005_EmissiveFacadeColorAndIntensity.www;
  r3.xyz = r4.xyz * r3.xyz;
  r3.w = 0;
  r0.xyzw = r3.xyzw + r0.xyzw;
  r1.w = dot(r1.xyz, r2.xyw);
  r1.w = r1.w + r1.w;
  r1.xyz = r2.xyw * -r1.www + r1.xyz;
  r1.xyz = S060_EnvCubeTexture.Sample(S060_EnvCubeTexture_sampler_s, r1.xyz).xyz;
  r1.xyz = D017_EnvMapAmount * r1.xyz;
  r1.xyz = r1.xyz * r5.xxx;
  r1.w = 0;
  r0.xyzw = r1.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 Mon Aug 25 17:42:34 2025
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 c130_GlobalSceneParams;     // Offset:  240 Size:    16 [unused]
//   float3 d001_CameraPosition;        // Offset:   64 Size:    12
//   float4 d002_CameraNearAndFarAndNearRelAndFarInv;// Offset:   80 Size:    16 [unused]
//   float3 d105_Camera2WorldPosition;  // Offset:  160 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
//   float4 C005_EmissiveFacadeColorAndIntensity;// Offset: 1024 Size:    16
//   float2 D013_SpecularPowerAndLevel; // Offset: 1040 Size:     8
//   float D017_EnvMapAmount;           // Offset: 1056 Size:     4
//
//   struct S_PSCSMShadows
//   {
//
//       row_major float4x4 SMapTM[3];  // Offset: 1072
//       float4 FadingParams;           // Offset: 1264
//       float4 RangesSqr;              // Offset: 1280
//
//   } d300_CSMShadows;                 // Offset: 1072 Size:   224
//   float D350_ForcedWorldNormalZ;     // Offset: 1296 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
// s700__sampler                   sampler_c      NA          NA    5        1
// S000_DiffuseTexture_sampler       sampler      NA          NA    8        1
// S001_NormalTexture_sampler        sampler      NA          NA    9        1
// S002_SpecularLevelTexture_sampler    sampler      NA          NA   10        1
// S011_EmissiveTexture_sampler      sampler      NA          NA   11        1
// S060_EnvCubeTexture_sampler       sampler      NA          NA   12        1
// s110_DynamicAOTexture             texture  float4          2d    1        1
// s700_                             texture  float4          2d    5        1
// S000_DiffuseTexture               texture  float4          2d    8        1
// S001_NormalTexture                texture  float4          2d    9        1
// S002_SpecularLevelTexture         texture  float4          2d   10        1
// S011_EmissiveTexture              texture  float4          2d   11        1
// S060_EnvCubeTexture               texture  float4        cube   12        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   xy
// TEXCOORD                 3   xyzw        4     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_comparison
dcl_sampler s8, mode_default
dcl_sampler s9, mode_default
dcl_sampler s10, mode_default
dcl_sampler s11, mode_default
dcl_sampler s12, 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_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_resource_texturecube (float,float,float,float) t12
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.xy
dcl_input_ps linear v4.xyz
dcl_output o0.xyzw
dcl_temps 7
dp2 r0.x, v0.xyxx, l(8.100000, 5.700000, 0.000000, 0.000000)
sincos r0.x, r1.x, r0.x
mov r0.y, r1.x
add r1.xyz, v1.xyzx, cb0[10].xyzx
mul r2.xyzw, r1.yyyy, cb0[68].xyzw
mad r2.xyzw, r1.xxxx, cb0[67].xyzw, r2.xyzw
mad r1.xyzw, r1.zzzz, cb0[69].xyzw, r2.xyzw
add r1.xyzw, r1.xyzw, cb0[70].xyzw
div r1.xyz, r1.xyzx, r1.wwww
mad r0.zw, r0.xxxy, cb0[30].wwww, r1.xxxy
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t5.xxxx, s5, r1.z
mul r2.xy, r0.xyxx, cb0[30].wwww
mad r0.xy, -r0.xyxx, cb0[30].wwww, r1.xyxx
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t5.xxxx, s5, r1.z
mad r2.xyzw, r2.yxyx, l(0.500000, -0.500000, -0.500000, 0.500000), r1.xyxy
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.y, r2.xyxx, t5.xxxx, s5, r1.z
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.zwzz, t5.xxxx, s5, r1.z
add r0.y, r0.y, r0.z
add r0.x, r0.x, r0.y
add r0.x, r0.w, r0.x
mul r0.x, r0.x, l(0.250000)
mul r0.xyz, r0.xxxx, cb0[28].xyzx
add r1.xyz, -v1.xyzx, cb0[4].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
mov r2.xyz, -r1.zxyz
deriv_rtx_coarse r3.xyz, r2.zxyz
deriv_rty_coarse r2.xyz, r2.xyzx
dp3 r0.w, v4.xyzx, v4.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, v4.xyzx
mul r5.xyz, r3.xyzx, r4.zxyz
mad r3.xyz, r4.yzxy, r3.yzxy, -r5.xyzx
deriv_rty_coarse r5.xy, v2.xyxx
mul r5.xzw, r3.xxyz, r5.xxxx
mul r3.xyz, r3.xyzx, r5.yyyy
mul r6.xyz, r2.xyzx, r4.yzxy
mad r2.xyz, r2.zxyz, r4.zxyz, -r6.xyzx
deriv_rtx_coarse r6.xy, v2.xyxx
mad r5.xyz, r2.xyzx, r6.xxxx, r5.xzwx
mad r2.xyz, r2.xyzx, r6.yyyy, r3.xyzx
dp3 r0.w, r5.xyzx, r5.xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
max r0.w, r0.w, r1.w
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r5.xyzx
mul r2.xyz, r0.wwww, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r5.xyz, v2.xyxx, t9.xywz, s9
mul r5.x, r5.z, r5.x
mad r5.xy, r5.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r2.xyz, r2.xyzx, r5.yyyy
mad r2.xyz, r3.xyzx, r5.xxxx, r2.xyzx
dp2 r0.w, r5.xyxx, r5.xyxx
min r0.w, r0.w, l(1.000000)
add r0.w, -r0.w, l(1.000000)
sqrt r0.w, r0.w
mad r2.xyz, r4.xyzx, r0.wwww, r2.xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyw, r0.wwww, r2.xyxz
mad r0.w, r2.z, r0.w, l(1.000000)
mul r0.w, r0.w, l(0.500000)
dp3 r1.w, r2.xywx, cb0[29].xyzx
add r2.z, r1.w, r1.w
max r1.w, r1.w, cb0[30].x
mul r3.xyz, r0.xyzx, r1.wwww
mad r4.xyz, r2.zzzz, r2.xywx, -cb0[29].xyzx
dp3_sat r1.w, r1.xyzx, r4.xyzx
log r1.w, r1.w
mul r1.w, r1.w, cb0[65].x
exp r1.w, r1.w
mul r0.xyz, r0.xyzx, r1.wwww
mul r0.xyz, r0.xyzx, cb0[30].yyyy
dp3_sat r1.w, l(0.212500, 0.715400, 0.072100, 0.000000), r0.xyzx
add r2.z, l(1.000000), -cb0[30].x
mad r4.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
sample_indexable(texture2d)(float,float,float,float) r3.w, r4.xyxx, t1.xyzw, s1
add r4.x, -r3.w, l(1.000000)
mul r2.z, r2.z, r4.x
mad r1.w, r2.z, r1.w, r3.w
dp3 r4.x, r2.xywx, cb0[41].xyzx
add r4.y, r4.x, r4.x
max r4.x, r4.x, cb0[30].x
mul r4.xzw, r4.xxxx, cb0[40].xxyz
mad r5.xyz, r4.yyyy, r2.xywx, -cb0[41].xyzx
dp3_sat r4.y, r1.xyzx, r5.xyzx
log r4.y, r4.y
mul r4.y, r4.y, cb0[65].x
exp r4.y, r4.y
mul r5.xyz, r4.yyyy, cb0[40].xyzx
mul r5.xyz, r5.xyzx, cb0[30].yyyy
dp3_sat r4.y, l(0.212500, 0.715400, 0.072100, 0.000000), r5.xyzx
mad r4.y, r2.z, r4.y, r3.w
mul r5.xyz, r4.yyyy, r5.xyzx
mad r0.xyz, r0.xyzx, r1.wwww, r5.xyzx
sample_indexable(texture2d)(float,float,float,float) r5.xyz, v2.xyxx, t10.xyzw, s10
mul r1.w, r5.y, cb0[65].y
mul r6.xyz, r0.xyzx, r1.wwww
dp3_sat r0.x, l(0.212500, 0.715400, 0.072100, 0.000000), r4.xzwx
mad r0.x, r2.z, r0.x, r3.w
mul r0.xyz, r0.xxxx, r4.xzwx
dp3_sat r1.w, l(0.212500, 0.715400, 0.072100, 0.000000), r3.xyzx
mad r1.w, r2.z, r1.w, r3.w
mad r0.xyz, r3.xyzx, r1.wwww, r0.xyzx
add r3.xyz, -cb0[23].xyzx, cb0[24].xyzx
mad r3.xyz, r0.wwww, r3.xyzx, cb0[23].xyzx
mad r0.xyz, r3.xyzx, r3.wwww, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, v2.xyxx, t8.xyzw, s8
mov r0.w, l(1.000000)
mov r6.w, l(0)
mad r0.xyzw, r0.xyzw, r3.xyzw, r6.xyzw
sample_indexable(texture2d)(float,float,float,float) r3.xyz, v3.xyxx, t11.xyzw, s11
mul r3.xyz, r5.zzzz, r3.xyzx
mul r4.xyz, cb0[64].wwww, cb0[64].xyzx
mul r3.xyz, r3.xyzx, r4.xyzx
mov r3.w, l(0)
add r0.xyzw, r0.xyzw, r3.xyzw
dp3 r1.w, r1.xyzx, r2.xywx
add r1.w, r1.w, r1.w
mad r1.xyz, r2.xywx, -r1.wwww, r1.xyzx
sample_indexable(texturecube)(float,float,float,float) r1.xyz, r1.xyzx, t12.xyzw, s12
mul r1.xyz, r1.xyzx, cb0[66].xxxx
mul r1.xyz, r5.xxxx, r1.xyzx
mov r1.w, l(0)
add r0.xyzw, r0.xyzw, r1.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 131 instruction slots used

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