//reflextions on glass in streets
// ---- Created with 3Dmigoto v0.6.164 on Fri Aug 15 15:02:51 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);
  float D017_EnvMapAmount : packoffset(c65);
  float D350_ForcedWorldNormalZ : packoffset(c66);
  float4 c025_VisualColorModulator : packoffset(c99);
}

SamplerState s110_DynamicAOTexture_sampler_s : register(s1);
SamplerState s500__sampler_s : register(s2);
SamplerState S000_DiffuseTexture_sampler_s : register(s8);
SamplerState S002_SpecularLevelTexture_sampler_s : register(s9);
SamplerState S060_EnvCubeTexture_sampler_s : register(s10);
SamplerComparisonState s600__sampler_s : register(s5);
Texture2D<float4> s110_DynamicAOTexture : register(t1);
Texture2D<float4> s500_ : register(t2);
Texture2D<float4> s600_ : register(t5);
Texture2D<float4> S000_DiffuseTexture : register(t8);
Texture2D<float4> S002_SpecularLevelTexture : register(t9);
TextureCube<float4> S060_EnvCubeTexture : register(t10);

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



// 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)
{
  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;
  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;
  r0.w = dot(v3.xyz, v3.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = v3.xyz * r0.www;
  r2.xy = S002_SpecularLevelTexture.Sample(S002_SpecularLevelTexture_sampler_s, v2.xy).xy;
  r1.w = D013_SpecularPowerAndLevel.y * r2.y;
  r3.xyzw = S000_DiffuseTexture.Sample(S000_DiffuseTexture_sampler_s, v2.xy).xyzw;
  r2.yz = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r2.y = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r2.yz).w;
  r0.w = v3.z * r0.w + 1;
  r0.w = 0.5 * r0.w;
  r4.xyz = c001_AmbientColor2.xyz + -c000_AmbientColor.xyz;
  r4.xyz = r0.www * r4.xyz + c000_AmbientColor.xyz;
  r0.w = dot(r0.xyz, r1.xyz);
  r0.w = r0.w + r0.w;
  r5.xyz = r1.xyz * -r0.www + r0.xyz;
  r5.xyz = S060_EnvCubeTexture.Sample(S060_EnvCubeTexture_sampler_s, r5.xyz).xyz;
  r5.xyz = D017_EnvMapAmount * r5.xyz;
  r2.xzw = r5.xyz * r2.xxx;
  r5.xy = v4.xy / v4.ww;
  r0.w = s500_.Sample(s500__sampler_s, r5.xy).x;
  r4.w = cmp(0 >= -v4.z);
  r4.w = r4.w ? 1.000000 : 0;
  r0.w = r4.w * r0.w;
  r5.xyz = -v1.xyz * d000_Lights[0].Switches.zzz + d000_Lights[0].PosOrDirAndFar.xyz;
  r4.w = dot(r5.xyz, r5.xyz);
  r4.w = sqrt(r4.w);
  r5.xyz = r5.xyz / r4.www;
  r6.xy = -d000_Lights[0].Switches.zx + float2(1,1);
  r5.w = v4.z * r6.x;
  r4.w = r4.w * d000_Lights[0].Switches.z + r5.w;
  r6.xzw = d000_Lights[0].ColorAndAttenuation.xyz * r0.www;
  r0.w = -d000_Lights[0].ColorAndAttenuation.w * r4.w + 1;
  r6.xzw = r6.xzw * r0.www;
  r0.w = cmp(d000_Lights[0].PosOrDirAndFar.w >= r4.w);
  r0.w = r0.w ? 1.000000 : 0;
  r6.xzw = r6.xzw * r0.www;
  r0.w = dot(v0.xy, float2(8.10000038,5.69999981));
  sincos(r0.w, r7.x, r8.x);
  r8.y = r7.x;
  r7.xy = d000_Lights[0].Switches.ww * r8.xy;
  r8.xyz = v4.xyz / v4.www;
  r0.w = 0;
  r4.w = 0;
  while (true) {
    r5.w = cmp((int)r4.w >= 4);
    if (r5.w != 0) break;
    r5.w = (uint)r4.w << 1;
    r7.zw = icb[r5.w+0].xy * r7.yx + r8.xy;
    r5.w = s600_.SampleCmpLevelZero(s600__sampler_s, r7.zw, r8.z).x;
    r5.w = r5.w + r0.w;
    r7.z = mad((int)r4.w, 2, 1);
    r7.zw = icb[r7.z+0].xy * r7.xy + r8.xy;
    r7.z = s600_.SampleCmpLevelZero(s600__sampler_s, r7.zw, r8.z).x;
    r0.w = r7.z + r5.w;
    r4.w = (int)r4.w + 1;
  }
  r0.w = saturate(r0.w * 0.125 + d000_Lights[0].ShadowTrans.x);
  r6.xzw = r6.xzw * r0.www;
  r0.w = dot(r1.xyz, r5.xyz);
  r4.w = max(d000_Lights[0].Switches.x, r0.w);
  r7.xyz = r6.xzw * r4.www;
  r0.w = r0.w + r0.w;
  r1.xyz = r0.www * r1.xyz + -r5.xyz;
  r0.x = saturate(dot(r0.xyz, r1.xyz));
  r0.x = log2(r0.x);
  r0.x = D013_SpecularPowerAndLevel.x * r0.x;
  r0.x = exp2(r0.x);
  r0.xyz = r6.xzw * r0.xxx;
  r0.xyz = d000_Lights[0].Switches.yyy * r0.xyz;
  r0.w = 1 + -r2.y;
  r0.w = r6.y * r0.w;
  r1.x = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r7.xyz));
  r1.x = r0.w * r1.x + r2.y;
  r1.y = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r0.xyz));
  r0.w = r0.w * r1.y + r2.y;
  r0.xyz = r0.xyz * r0.www;
  r4.xyz = r4.xyz * r2.yyy;
  r4.xyz = r7.xyz * r1.xxx + r4.xyz;
  r4.w = 1;
  r4.xyzw = r4.xyzw * r3.xyzw;
  r4.xyzw = c025_VisualColorModulator.xyzw * r4.xyzw;
  r0.w = 1 + -r3.w;
  r0.xyz = r0.xyz * r1.www + r2.xzw;
  r0.xyz = r0.www * r0.xyz;
  r0.xyz = c025_VisualColorModulator.xyz * r0.xyz;
  r0.xyz = c025_VisualColorModulator.www * r0.xyz;
  r4.xyz = r4.www * r4.xyz + r0.xyz;
  r0.xyzw = max(float4(0,0,0,0), r4.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 Fri Aug 15 15:02:51 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
//   float D017_EnvMapAmount;           // Offset: 1040 Size:     4
//   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
// s600__sampler                   sampler_c      NA          NA    5        1
// S000_DiffuseTexture_sampler       sampler      NA          NA    8        1
// S002_SpecularLevelTexture_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
// s600_                             texture  float4          2d    5        1
// S000_DiffuseTexture               texture  float4          2d    8        1
// S002_SpecularLevelTexture         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   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 s5, 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) 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.xyzw
dcl_output o0.xyzw
dcl_temps 9
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
dp3 r0.w, v3.xyzx, v3.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v3.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xy, v2.xyxx, t9.xyzw, s9
mul r1.w, r2.y, cb0[64].y
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, v2.xyxx, t8.xyzw, s8
mad r2.yz, v0.xxyx, cb0[9].zzwz, cb0[9].xxyx
sample_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t1.xwyz, s1
mad r0.w, v3.z, r0.w, l(1.000000)
mul r0.w, r0.w, l(0.500000)
add r4.xyz, -cb0[23].xyzx, cb0[24].xyzx
mad r4.xyz, r0.wwww, r4.xyzx, cb0[23].xyzx
dp3 r0.w, r0.xyzx, r1.xyzx
add r0.w, r0.w, r0.w
mad r5.xyz, r1.xyzx, -r0.wwww, r0.xyzx
sample_indexable(texturecube)(float,float,float,float) r5.xyz, r5.xyzx, t10.xyzw, s10
mul r5.xyz, r5.xyzx, cb0[65].xxxx
mul r2.xzw, r2.xxxx, r5.xxyz
div r5.xy, v4.xyxx, v4.wwww
sample_indexable(texture2d)(float,float,float,float) r0.w, r5.xyxx, t2.yzwx, s2
ge r4.w, l(0.000000), -v4.z
and r4.w, r4.w, l(0x3f800000)
mul r0.w, r0.w, r4.w
mad r5.xyz, -v1.xyzx, cb0[30].zzzz, cb0[29].xyzx
dp3 r4.w, r5.xyzx, r5.xyzx
sqrt r4.w, r4.w
div r5.xyz, r5.xyzx, r4.wwww
add r6.xy, l(1.000000, 1.000000, 0.000000, 0.000000), -cb0[30].zxzz
mul r5.w, r6.x, v4.z
mad r4.w, r4.w, cb0[30].z, r5.w
mul r6.xzw, r0.wwww, cb0[28].xxyz
mad r0.w, -cb0[28].w, r4.w, l(1.000000)
mul r6.xzw, r0.wwww, r6.xxzw
ge r0.w, cb0[29].w, r4.w
and r0.w, r0.w, l(0x3f800000)
mul r6.xzw, r0.wwww, r6.xxzw
dp2 r0.w, v0.xyxx, l(8.100000, 5.700000, 0.000000, 0.000000)
sincos r7.x, r8.x, r0.w
mov r8.y, r7.x
mul r7.xy, r8.xyxx, cb0[30].wwww
div r8.xyz, v4.xyzx, v4.wwww
mov r0.w, l(0)
mov r4.w, l(0)
loop
  ige r5.w, r4.w, l(4)
  breakc_nz r5.w
  ishl r5.w, r4.w, l(1)
  mad r7.zw, icb[r5.w + 0].xxxy, r7.yyyx, r8.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r5.w, r7.zwzz, t5.xxxx, s5, r8.z
  add r5.w, r0.w, r5.w
  imad r7.z, r4.w, l(2), l(1)
  mad r7.zw, icb[r7.z + 0].xxxy, r7.xxxy, r8.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r7.z, r7.zwzz, t5.xxxx, s5, r8.z
  add r0.w, r5.w, r7.z
  iadd r4.w, r4.w, l(1)
endloop
mad_sat r0.w, r0.w, l(0.125000), cb0[31].x
mul r6.xzw, r0.wwww, r6.xxzw
dp3 r0.w, r1.xyzx, r5.xyzx
max r4.w, r0.w, cb0[30].x
mul r7.xyz, r4.wwww, r6.xzwx
add r0.w, r0.w, r0.w
mad r1.xyz, r0.wwww, r1.xyzx, -r5.xyzx
dp3_sat r0.x, r0.xyzx, r1.xyzx
log r0.x, r0.x
mul r0.x, r0.x, cb0[64].x
exp r0.x, r0.x
mul r0.xyz, r0.xxxx, r6.xzwx
mul r0.xyz, r0.xyzx, cb0[30].yyyy
add r0.w, -r2.y, l(1.000000)
mul r0.w, r0.w, r6.y
dp3_sat r1.x, l(0.212500, 0.715400, 0.072100, 0.000000), r7.xyzx
mad r1.x, r0.w, r1.x, r2.y
dp3_sat r1.y, l(0.212500, 0.715400, 0.072100, 0.000000), r0.xyzx
mad r0.w, r0.w, r1.y, r2.y
mul r0.xyz, r0.wwww, r0.xyzx
mul r4.xyz, r2.yyyy, r4.xyzx
mad r4.xyz, r7.xyzx, r1.xxxx, r4.xyzx
mov r4.w, l(1.000000)
mul r4.xyzw, r3.xyzw, r4.xyzw
mul r4.xyzw, r4.xyzw, cb0[99].xyzw
add r0.w, -r3.w, l(1.000000)
mad r0.xyz, r0.xyzx, r1.wwww, r2.xzwx
mul r0.xyz, r0.xyzx, r0.wwww
mul r0.xyz, r0.xyzx, cb0[99].xyzx
mul r0.xyz, r0.xyzx, cb0[99].wwww
mad r4.xyz, r4.wwww, r4.xyzx, r0.xyzx
max r0.xyzw, r4.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 95 instruction slots used

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