// ---- Created with 3Dmigoto v0.6.164 on Sat Aug 23 03:43:05 2025

cbuffer _Globals : register(b0)
{
  float4 c070_DynamicEnvMapParams : packoffset(c15);
  float4 c130_GlobalSceneParams : packoffset(c16);
  float3 d001_CameraPosition : packoffset(c4);
  float4 d002_CameraNearAndFarAndNearRelAndFarInv : packoffset(c5);
  float d075_DistToMaxSSAOInv : packoffset(c17);
  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);

  float4 C002_MaterialColor : packoffset(c64);
  float4 C009_MaterialColor1 : packoffset(c65);
  float4 C015_MaterialColor2 : packoffset(c66);
  float4 D014_DualSpecularPowerAndLevel : packoffset(c67);
  float D016_EnvMapBias : packoffset(c68);
  float D017_EnvMapAmount : packoffset(c69);
  float2 D022_BlendingMaxAndLength : packoffset(c70);
  float3 D027_FresnelBiasAndPower : packoffset(c71);
  float D350_ForcedWorldNormalZ : packoffset(c72);
  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 S001_NormalTexture_sampler_s : register(s8);
SamplerState S015_DiffuseTexture1_sampler_s : register(s9);
SamplerState S016_NormalTexture1_sampler_s : register(s10);
SamplerState S018_DiffuseTexture2_sampler_s : register(s11);
SamplerState s065_DynamicEnvCubeTexture_sampler_s : register(s12);
SamplerState s066_DynamicEnvCubeModTexture_sampler_s : register(s13);
SamplerState s067_SecDynamicEnvCubeTexture_sampler_s : register(s14);
SamplerComparisonState s600__sampler_s : register(s5);
Texture2D<float4> s110_DynamicAOTexture : register(t1);
Texture2D<float4> s500_ : register(t2);
Texture2D<float4> s600_ : register(t5);
Texture2D<float4> S001_NormalTexture : register(t8);
Texture2D<float4> S015_DiffuseTexture1 : register(t9);
Texture2D<float4> S016_NormalTexture1 : register(t10);
Texture2D<float4> S018_DiffuseTexture2 : register(t11);
TextureCube<float4> s065_DynamicEnvCubeTexture : register(t12);
TextureCube<float4> s066_DynamicEnvCubeModTexture : register(t13);
TextureCube<float4> s067_SecDynamicEnvCubeTexture : register(t14);


// 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;
  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.xy = S001_NormalTexture.Sample(S001_NormalTexture_sampler_s, v2.xy).yw;
  r2.xyzw = S016_NormalTexture1.Sample(S016_NormalTexture1_sampler_s, v2.zw).xyzw;
  r2.x = r2.x * r2.w;
  r1.zw = float2(-0.5,-0.5) + r2.xy;
  r1.zw = v4.ww * r1.zw + float2(0.5,0.5);
  r2.xy = cmp(float2(0.5,0.5) < r1.zw);
  r3.xy = r1.yx + r1.zw;
  r3.zw = r1.yx * r1.zw;
  r1.xy = -r1.yx * r1.zw + r3.xy;
  r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
  r1.zw = r3.zw + r3.zw;
  r1.xy = r2.xy ? r1.xy : r1.zw;
  r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
  r0.w = dot(r1.xy, r1.xy);
  r0.w = min(1, r0.w);
  r0.w = 1 + -r0.w;
  r1.z = sqrt(r0.w);
  r3.x = dot(v5.xyz, r1.xyz);
  r3.y = dot(v6.xyz, r1.xyz);
  r3.z = dot(v7.xyz, r1.xyz);
  r0.w = dot(r3.xyz, r3.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r3.xyz * r0.www;
  r4.xyzw = C009_MaterialColor1.xyzw * v4.yyyy;
  r4.xyzw = C002_MaterialColor.xyzw * v4.xxxx + r4.xyzw;
  r5.xyzw = S018_DiffuseTexture2.Sample(S018_DiffuseTexture2_sampler_s, v3.xy).xyzw;
  r1.w = C015_MaterialColor2.w * r5.w;
  r2.xyw = r5.xyz + -r4.xyz;
  r2.xyw = r1.www * r2.xyw + r4.xyz;
  r1.w = min(1, v4.w);
  r1.w = r2.z + -r1.w;
  r1.w = cmp(r1.w >= 0);
  r2.xyz = r1.www ? r2.xyw : C015_MaterialColor2.xyz;
  r5.xyzw = S015_DiffuseTexture1.Sample(S015_DiffuseTexture1_sampler_s, v2.xy).xyzw;
  r1.w = D022_BlendingMaxAndLength.x + -D022_BlendingMaxAndLength.y;
  r1.w = r5.w + -r1.w;
  r1.w = max(0, r1.w);
  r1.w = r1.w / D022_BlendingMaxAndLength.y;
  r1.w = min(1, r1.w);
  r2.xyz = -r5.xyz + r2.xyz;
  r4.xyz = r1.www * r2.xyz + r5.xyz;
  r2.xy = D014_DualSpecularPowerAndLevel.yw * r1.ww;
  r2.zw = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r2.z = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r2.zw).w;
  r2.w = 1 + -r2.z;
  r3.x = -d002_CameraNearAndFarAndNearRelAndFarInv.z + v1.w;
  r3.x = saturate(d075_DistToMaxSSAOInv * r3.x);
  r3.x = 1 + -r3.x;
  r2.z = r2.w * r3.x + r2.z;
  r0.w = r3.z * r0.w + 1;
  r0.w = 0.5 * r0.w;
  r3.xyz = c001_AmbientColor2.xyz + -c000_AmbientColor.xyz;
  r3.xyz = r0.www * r3.xyz + c000_AmbientColor.xyz;
  r0.w = dot(r0.xyz, r1.xyz);
  r2.w = r0.w + r0.w;
  r5.xyz = r1.xyz * -r2.www + r0.xyz;
  r2.w = d002_CameraNearAndFarAndNearRelAndFarInv.y * v1.w;
  r2.w = saturate(c070_DynamicEnvMapParams.x * r2.w);
  r6.xyz = s065_DynamicEnvCubeTexture.Sample(s065_DynamicEnvCubeTexture_sampler_s, r5.xyz).xyz;
  r7.xyz = s067_SecDynamicEnvCubeTexture.Sample(s067_SecDynamicEnvCubeTexture_sampler_s, r5.xyz).xyz;
  r5.xyz = s066_DynamicEnvCubeModTexture.Sample(s066_DynamicEnvCubeModTexture_sampler_s, r5.xyz).xyz;
  r2.w = r2.w * r2.w;
  r2.w = r2.w * r2.w;
  r7.xyz = r7.xyz + -r6.xyz;
  r6.xyz = r2.www * r7.xyz + r6.xyz;
  r6.xyz = float3(-0.5,-0.5,-0.5) + r6.xyz;
  r6.xyz = r6.xyz * c070_DynamicEnvMapParams.yyy + float3(0.5,0.5,0.5);
  r5.xyz = r6.xyz * r5.xyz;
  r1.w = D017_EnvMapAmount * r1.w;
  r5.xyz = r5.xyz * r1.www;
  r1.w = -D027_FresnelBiasAndPower.x + 1;
  r0.w = max(0, r0.w);
  r0.w = 1 + -r0.w;
  r0.w = max(0, r0.w);
  r0.w = log2(r0.w);
  r0.w = D027_FresnelBiasAndPower.y * r0.w;
  r0.w = exp2(r0.w);
  r0.w = r1.w * r0.w + D027_FresnelBiasAndPower.x;
  r0.w = min(D027_FresnelBiasAndPower.z, r0.w);
  r5.xyz = r5.xyz * r0.www;
  r6.xy = v8.xy / v8.ww;
  r0.w = s500_.Sample(s500__sampler_s, r6.xy).x;
  r1.w = cmp(0 >= -v8.z);
  r1.w = r1.w ? 1.000000 : 0;
  r0.w = r1.w * r0.w;
  r6.xyz = -v1.xyz * d000_Lights[0].Switches.zzz + d000_Lights[0].PosOrDirAndFar.xyz;
  r1.w = dot(r6.xyz, r6.xyz);
  r1.w = sqrt(r1.w);
  r6.xyz = r6.xyz / r1.www;
  r7.xy = -d000_Lights[0].Switches.zx + float2(1,1);
  r2.w = v8.z * r7.x;
  r1.w = r1.w * d000_Lights[0].Switches.z + r2.w;
  r7.xzw = d000_Lights[0].ColorAndAttenuation.xyz * r0.www;
  r0.w = -d000_Lights[0].ColorAndAttenuation.w * r1.w + 1;
  r7.xzw = r7.xzw * r0.www;
  r0.w = cmp(d000_Lights[0].PosOrDirAndFar.w >= r1.w);
  r0.w = r0.w ? 1.000000 : 0;
  r7.xzw = r7.xzw * r0.www;
  r0.w = dot(v0.xy, float2(8.10000038,5.69999981));
  sincos(r0.w, r8.x, r9.x);
  r9.y = r8.x;
  r8.xy = d000_Lights[0].Switches.ww * r9.xy;
  r9.xyz = v8.xyz / v8.www;
  r0.w = 0;
  r1.w = 0;
  while (true) {
    r2.w = cmp((int)r1.w >= 4);
    if (r2.w != 0) break;
    r2.w = (uint)r1.w << 1;
    r8.zw = icb[r2.w+0].xy * r8.yx + r9.xy;
    r2.w = s600_.SampleCmpLevelZero(s600__sampler_s, r8.zw, r9.z).x;
    r2.w = r2.w + r0.w;
    r3.w = mad((int)r1.w, 2, 1);
    r8.zw = icb[r3.w+0].xy * r8.xy + r9.xy;
    r3.w = s600_.SampleCmpLevelZero(s600__sampler_s, r8.zw, r9.z).x;
    r0.w = r3.w + r2.w;
    r1.w = (int)r1.w + 1;
  }
  r0.w = saturate(r0.w * 0.125 + d000_Lights[0].ShadowTrans.x);
  r7.xzw = r7.xzw * r0.www;
  r0.w = dot(r1.xyz, r6.xyz);
  r1.w = max(d000_Lights[0].Switches.x, r0.w);
  r8.xyz = r7.xzw * r1.www;
  r0.w = r0.w + r0.w;
  r1.xyz = r0.www * r1.xyz + -r6.xyz;
  r0.x = saturate(dot(r0.xyz, r1.xyz));
  r0.x = log2(r0.x);
  r0.xy = D014_DualSpecularPowerAndLevel.xz * r0.xx;
  r0.xy = exp2(r0.xy);
  r0.xzw = r7.xzw * r0.xxx;
  r0.xzw = d000_Lights[0].Switches.yyy * r0.xzw;
  r1.xyz = r7.xzw * r0.yyy;
  r1.xyz = d000_Lights[0].Switches.yyy * r1.xyz;
  r0.y = 1 + -r2.z;
  r0.y = r7.y * r0.y;
  r1.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r8.xyz));
  r1.w = r0.y * r1.w + r2.z;
  r2.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r0.xzw));
  r2.w = r0.y * r2.w + r2.z;
  r0.xzw = r2.www * r0.xzw;
  r2.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r1.xyz));
  r0.y = r0.y * r2.w + r2.z;
  r1.xyz = r1.xyz * r0.yyy;
  r3.xyz = r3.xyz * r2.zzz;
  r3.xyz = r8.xyz * r1.www + r3.xyz;
  r0.y = saturate(D016_EnvMapBias + c130_GlobalSceneParams.y);
  r5.xyz = r5.xyz * r0.yyy;
  r5.w = 0;
  r0.xyz = r0.xzw * r2.xxx;
  r1.xyz = r1.xyz * r2.yyy;
  r3.w = 1;
  r0.xyz = max(r1.xyz, r0.xyz);
  r0.w = 0;
  r0.xyzw = r3.xyzw * r4.xyzw + r0.xyzw;
  r0.xyzw = r0.xyzw + r5.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 Sat Aug 23 03:43:05 2025
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 c070_DynamicEnvMapParams;   // Offset:  240 Size:    16
//   float4 c130_GlobalSceneParams;     // Offset:  256 Size:    16
//   float3 d001_CameraPosition;        // Offset:   64 Size:    12
//   float4 d002_CameraNearAndFarAndNearRelAndFarInv;// Offset:   80 Size:    16
//   float d075_DistToMaxSSAOInv;       // Offset:  272 Size:     4
//   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
//   float4 C002_MaterialColor;         // Offset: 1024 Size:    16
//   float4 C009_MaterialColor1;        // Offset: 1040 Size:    16
//   float4 C015_MaterialColor2;        // Offset: 1056 Size:    16
//   float4 D014_DualSpecularPowerAndLevel;// Offset: 1072 Size:    16
//   float D016_EnvMapBias;             // Offset: 1088 Size:     4
//   float D017_EnvMapAmount;           // Offset: 1104 Size:     4
//   float2 D022_BlendingMaxAndLength;  // Offset: 1120 Size:     8
//   float3 D027_FresnelBiasAndPower;   // Offset: 1136 Size:    12
//   float D350_ForcedWorldNormalZ;     // Offset: 1152 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
// S001_NormalTexture_sampler        sampler      NA          NA    8        1
// S015_DiffuseTexture1_sampler      sampler      NA          NA    9        1
// S016_NormalTexture1_sampler       sampler      NA          NA   10        1
// S018_DiffuseTexture2_sampler      sampler      NA          NA   11        1
// s065_DynamicEnvCubeTexture_sampler    sampler      NA          NA   12        1
// s066_DynamicEnvCubeModTexture_sampler    sampler      NA          NA   13        1
// s067_SecDynamicEnvCubeTexture_sampler    sampler      NA          NA   14        1
// s110_DynamicAOTexture             texture  float4          2d    1        1
// s500_                             texture  float4          2d    2        1
// s600_                             texture  float4          2d    5        1
// S001_NormalTexture                texture  float4          2d    8        1
// S015_DiffuseTexture1              texture  float4          2d    9        1
// S016_NormalTexture1               texture  float4          2d   10        1
// S018_DiffuseTexture2              texture  float4          2d   11        1
// s065_DynamicEnvCubeTexture        texture  float4        cube   12        1
// s066_DynamicEnvCubeModTexture     texture  float4        cube   13        1
// s067_SecDynamicEnvCubeTexture     texture  float4        cube   14        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   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xy
// TEXCOORD                 3   xyzw        4     NONE   float   xy w
// TEXCOORD                 4   xyzw        5     NONE   float   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   xyz
// TEXCOORD                 6   xyzw        7     NONE   float   xyz
// 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 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_sampler s13, mode_default
dcl_sampler s14, 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_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_resource_texturecube (float,float,float,float) t12
dcl_resource_texturecube (float,float,float,float) t13
dcl_resource_texturecube (float,float,float,float) t14
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xy
dcl_input_ps linear v4.xyw
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyz
dcl_input_ps linear v8.xyzw
dcl_output o0.xyzw
dcl_temps 10
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.xy, v2.xyxx, t8.ywxz, s8
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, v2.zwzz, t10.xyzw, s10
mul r2.x, r2.w, r2.x
add r1.zw, r2.xxxy, l(0.000000, 0.000000, -0.500000, -0.500000)
mad r1.zw, v4.wwww, r1.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
lt r2.xy, l(0.500000, 0.500000, 0.000000, 0.000000), r1.zwzz
add r3.xy, r1.zwzz, r1.yxyy
mul r3.zw, r1.zzzw, r1.yyyx
mad r1.xy, -r1.yxyy, r1.zwzz, r3.xyxx
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
add r1.zw, r3.zzzw, r3.zzzw
movc r1.xy, r2.xyxx, r1.xyxx, r1.zwzz
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.w, r1.xyxx, r1.xyxx
min r0.w, r0.w, l(1.000000)
add r0.w, -r0.w, l(1.000000)
sqrt r1.z, r0.w
dp3 r3.x, v5.xyzx, r1.xyzx
dp3 r3.y, v6.xyzx, r1.xyzx
dp3 r3.z, v7.xyzx, r1.xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r3.xyzx
mul r4.xyzw, v4.yyyy, cb0[65].xyzw
mad r4.xyzw, cb0[64].xyzw, v4.xxxx, r4.xyzw
sample_indexable(texture2d)(float,float,float,float) r5.xyzw, v3.xyxx, t11.xyzw, s11
mul r1.w, r5.w, cb0[66].w
add r2.xyw, -r4.xyxz, r5.xyxz
mad r2.xyw, r1.wwww, r2.xyxw, r4.xyxz
min r1.w, v4.w, l(1.000000)
add r1.w, -r1.w, r2.z
ge r1.w, r1.w, l(0.000000)
movc r2.xyz, r1.wwww, r2.xywx, cb0[66].xyzx
sample_indexable(texture2d)(float,float,float,float) r5.xyzw, v2.xyxx, t9.xyzw, s9
add r1.w, -cb0[70].y, cb0[70].x
add r1.w, -r1.w, r5.w
max r1.w, r1.w, l(0.000000)
div r1.w, r1.w, cb0[70].y
min r1.w, r1.w, l(1.000000)
add r2.xyz, r2.xyzx, -r5.xyzx
mad r4.xyz, r1.wwww, r2.xyzx, r5.xyzx
mul r2.xy, r1.wwww, cb0[67].ywyy
mad r2.zw, v0.xxxy, cb0[9].zzzw, cb0[9].xxxy
sample_indexable(texture2d)(float,float,float,float) r2.z, r2.zwzz, t1.xywz, s1
add r2.w, -r2.z, l(1.000000)
add r3.x, v1.w, -cb0[5].z
mul_sat r3.x, r3.x, cb0[17].x
add r3.x, -r3.x, l(1.000000)
mad r2.z, r2.w, r3.x, r2.z
mad r0.w, r3.z, r0.w, l(1.000000)
mul r0.w, r0.w, l(0.500000)
add r3.xyz, -cb0[23].xyzx, cb0[24].xyzx
mad r3.xyz, r0.wwww, r3.xyzx, cb0[23].xyzx
dp3 r0.w, r0.xyzx, r1.xyzx
add r2.w, r0.w, r0.w
mad r5.xyz, r1.xyzx, -r2.wwww, r0.xyzx
mul r2.w, v1.w, cb0[5].y
mul_sat r2.w, r2.w, cb0[15].x
sample_indexable(texturecube)(float,float,float,float) r6.xyz, r5.xyzx, t12.xyzw, s12
sample_indexable(texturecube)(float,float,float,float) r7.xyz, r5.xyzx, t14.xyzw, s14
sample_indexable(texturecube)(float,float,float,float) r5.xyz, r5.xyzx, t13.xyzw, s13
mul r2.w, r2.w, r2.w
mul r2.w, r2.w, r2.w
add r7.xyz, -r6.xyzx, r7.xyzx
mad r6.xyz, r2.wwww, r7.xyzx, r6.xyzx
add r6.xyz, r6.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad r6.xyz, r6.xyzx, cb0[15].yyyy, l(0.500000, 0.500000, 0.500000, 0.000000)
mul r5.xyz, r5.xyzx, r6.xyzx
mul r1.w, r1.w, cb0[69].x
mul r5.xyz, r1.wwww, r5.xyzx
add r1.w, l(1.000000), -cb0[71].x
max r0.w, r0.w, l(0.000000)
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
log r0.w, r0.w
mul r0.w, r0.w, cb0[71].y
exp r0.w, r0.w
mad r0.w, r1.w, r0.w, cb0[71].x
min r0.w, r0.w, cb0[71].z
mul r5.xyz, r0.wwww, r5.xyzx
div r6.xy, v8.xyxx, v8.wwww
sample_indexable(texture2d)(float,float,float,float) r0.w, r6.xyxx, t2.yzwx, s2
ge r1.w, l(0.000000), -v8.z
and r1.w, r1.w, l(0x3f800000)
mul r0.w, r0.w, r1.w
mad r6.xyz, -v1.xyzx, cb0[30].zzzz, cb0[29].xyzx
dp3 r1.w, r6.xyzx, r6.xyzx
sqrt r1.w, r1.w
div r6.xyz, r6.xyzx, r1.wwww
add r7.xy, l(1.000000, 1.000000, 0.000000, 0.000000), -cb0[30].zxzz
mul r2.w, r7.x, v8.z
mad r1.w, r1.w, cb0[30].z, r2.w
mul r7.xzw, r0.wwww, cb0[28].xxyz
mad r0.w, -cb0[28].w, r1.w, l(1.000000)
mul r7.xzw, r0.wwww, r7.xxzw
ge r0.w, cb0[29].w, r1.w
and r0.w, r0.w, l(0x3f800000)
mul r7.xzw, r0.wwww, r7.xxzw
dp2 r0.w, v0.xyxx, l(8.100000, 5.700000, 0.000000, 0.000000)
sincos r8.x, r9.x, r0.w
mov r9.y, r8.x
mul r8.xy, r9.xyxx, cb0[30].wwww
div r9.xyz, v8.xyzx, v8.wwww
mov r0.w, l(0)
mov r1.w, l(0)
loop
  ige r2.w, r1.w, l(4)
  breakc_nz r2.w
  ishl r2.w, r1.w, l(1)
  mad r8.zw, icb[r2.w + 0].xxxy, r8.yyyx, r9.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r2.w, r8.zwzz, t5.xxxx, s5, r9.z
  add r2.w, r0.w, r2.w
  imad r3.w, r1.w, l(2), l(1)
  mad r8.zw, icb[r3.w + 0].xxxy, r8.xxxy, r9.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r3.w, r8.zwzz, t5.xxxx, s5, r9.z
  add r0.w, r2.w, r3.w
  iadd r1.w, r1.w, l(1)
endloop
mad_sat r0.w, r0.w, l(0.125000), cb0[31].x
mul r7.xzw, r0.wwww, r7.xxzw
dp3 r0.w, r1.xyzx, r6.xyzx
max r1.w, r0.w, cb0[30].x
mul r8.xyz, r1.wwww, r7.xzwx
add r0.w, r0.w, r0.w
mad r1.xyz, r0.wwww, r1.xyzx, -r6.xyzx
dp3_sat r0.x, r0.xyzx, r1.xyzx
log r0.x, r0.x
mul r0.xy, r0.xxxx, cb0[67].xzxx
exp r0.xy, r0.xyxx
mul r0.xzw, r0.xxxx, r7.xxzw
mul r0.xzw, r0.xxzw, cb0[30].yyyy
mul r1.xyz, r0.yyyy, r7.xzwx
mul r1.xyz, r1.xyzx, cb0[30].yyyy
add r0.y, -r2.z, l(1.000000)
mul r0.y, r0.y, r7.y
dp3_sat r1.w, l(0.212500, 0.715400, 0.072100, 0.000000), r8.xyzx
mad r1.w, r0.y, r1.w, r2.z
dp3_sat r2.w, l(0.212500, 0.715400, 0.072100, 0.000000), r0.xzwx
mad r2.w, r0.y, r2.w, r2.z
mul r0.xzw, r0.xxzw, r2.wwww
dp3_sat r2.w, l(0.212500, 0.715400, 0.072100, 0.000000), r1.xyzx
mad r0.y, r0.y, r2.w, r2.z
mul r1.xyz, r0.yyyy, r1.xyzx
mul r3.xyz, r2.zzzz, r3.xyzx
mad r3.xyz, r8.xyzx, r1.wwww, r3.xyzx
add_sat r0.y, cb0[16].y, cb0[68].x
mul r5.xyz, r0.yyyy, r5.xyzx
mov r5.w, l(0)
mul r0.xyz, r2.xxxx, r0.xzwx
mul r1.xyz, r2.yyyy, r1.xyzx
mov r3.w, l(1.000000)
max r0.xyz, r0.xyzx, r1.xyzx
mov r0.w, l(0)
mad r0.xyzw, r3.xyzw, r4.xyzw, r0.xyzw
add r0.xyzw, r5.xyzw, r0.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 164 instruction slots used

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