//ssr cars
// ---- Created with 3Dmigoto v0.6.164 on Thu Aug 21 16:21:13 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);


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

  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 s900__sampler_s : register(s5);
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);
Texture2D<float4> s110_DynamicAOTexture : register(t1);
Texture2D<float4> s900_ : 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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = S016_NormalTexture1.Sample(S016_NormalTexture1_sampler_s, v2.zw).xyzw;
  r0.x = r0.x * r0.w;
  r0.xy = float2(-0.5,-0.5) + r0.xy;
  r0.xy = v4.ww * r0.xy + float2(0.5,0.5);
  r1.xy = S001_NormalTexture.Sample(S001_NormalTexture_sampler_s, v2.xy).yw;
  r1.zw = r1.yx + r0.xy;
  r1.zw = -r1.yx * r0.xy + r1.zw;
  r1.xy = r1.yx * r0.xy;
  r0.xy = cmp(float2(0.5,0.5) < r0.xy);
  r1.xy = r1.xy + r1.xy;
  r1.zw = r1.zw * float2(2,2) + float2(-1,-1);
  r0.xy = r0.xy ? r1.zw : r1.xy;
  r1.xy = r0.xy * float2(2,2) + float2(-1,-1);
  r0.x = dot(r1.xy, r1.xy);
  r0.x = min(1, r0.x);
  r0.x = 1 + -r0.x;
  r1.z = sqrt(r0.x);
  r2.x = dot(v5.xyz, r1.xyz);
  r2.y = dot(v6.xyz, r1.xyz);
  r2.z = dot(v7.xyz, r1.xyz);
  r0.x = dot(r2.xyz, r2.xyz);
  r0.x = rsqrt(r0.x);
  r1.xyz = r2.xyz * r0.xxx;
  r0.x = r2.z * r0.x + 1;
  r0.x = 0.5 * r0.x;
  r0.y = dot(r1.xyz, d000_Lights[0].PosOrDirAndFar.xyz);
  r0.w = r0.y + r0.y;
  r0.y = max(d000_Lights[0].Switches.x, r0.y);
  r2.xyz = r0.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 ;
  
  r0.w = dot(r3.xyz, r3.xyz);
  r0.w = rsqrt(r0.w);
  r3.xyz = r3.xyz * r0.www;
  r0.w = saturate(dot(r3.xyz, r2.xyz));
  r0.w = log2(r0.w);
  r2.xy = D014_DualSpecularPowerAndLevel.xz * r0.ww;
  r2.xy = exp2(r2.xy);
  r2.zw = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r0.w = s900_.Sample(s900__sampler_s, r2.zw).x;
  r1.w = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r2.zw).w;
  r0.w = saturate(d000_Lights[0].ShadowTrans.x + r0.w);
  r4.xyz = d000_Lights[0].ColorAndAttenuation.xyz * r0.www;
  r0.w = saturate(D016_EnvMapBias + r0.w);
  r2.xzw = r4.xyz * r2.xxx;
  r5.xyz = r4.xyz * r2.yyy;
  r4.xyz = r4.xyz * r0.yyy;
  r5.xyz = d000_Lights[0].Switches.yyy * r5.xyz;
  r2.xyz = d000_Lights[0].Switches.yyy * r2.xzw;
  r0.y = dot(r1.xyz, d009_CounterLight.Dir.xyz);
  r2.w = r0.y + r0.y;
  r0.y = max(d000_Lights[0].Switches.x, r0.y);
  r6.xyz = d009_CounterLight.Color.xyz * r0.yyy;
  r7.xyz = r2.www * r1.xyz + -d009_CounterLight.Dir.xyz;
  r0.y = saturate(dot(r3.xyz, r7.xyz));
  r0.y = log2(r0.y);
  r7.xy = D014_DualSpecularPowerAndLevel.xz * r0.yy;
  r7.xy = exp2(r7.xy);
  r7.xzw = d009_CounterLight.Color.xyz * r7.xxx;
  r8.xyz = d009_CounterLight.Color.xyz * r7.yyy;
  r8.xyz = d000_Lights[0].Switches.yyy * r8.xyz;
  r7.xyz = d000_Lights[0].Switches.yyy * r7.xzw;
  r0.y = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r7.xyz));
  r2.w = 1 + -r1.w;
  r3.w = -d002_CameraNearAndFarAndNearRelAndFarInv.z + v1.w;
  r3.w = saturate(d075_DistToMaxSSAOInv * r3.w);
  r3.w = 1 + -r3.w;
  r1.w = r2.w * r3.w + r1.w;
  r2.w = -d000_Lights[0].Switches.x + 1;
  r3.w = 1 + -r1.w;
  r2.w = r3.w * r2.w;
  r0.y = r2.w * r0.y + r1.w;
  r7.xyz = r7.xyz * r0.yyy;
  r0.y = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r2.xyz));
  r0.y = r2.w * r0.y + r1.w;
  r2.xyz = r2.xyz * r0.yyy + r7.xyz;
  r0.y = D022_BlendingMaxAndLength.x + -D022_BlendingMaxAndLength.y;
  r7.xyzw = S015_DiffuseTexture1.Sample(S015_DiffuseTexture1_sampler_s, v2.xy).xyzw;
  r0.y = r7.w + -r0.y;
  r0.y = max(0, r0.y);
  r0.y = r0.y / D022_BlendingMaxAndLength.y;
  r0.y = min(1, r0.y);
  r9.xy = D014_DualSpecularPowerAndLevel.yw * r0.yy;
  r2.xyz = r9.xxx * r2.xyz;
  r3.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r8.xyz));
  r3.w = r2.w * r3.w + r1.w;
  r8.xyz = r8.xyz * r3.www;
  r3.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r5.xyz));
  r3.w = r2.w * r3.w + r1.w;
  r5.xyz = r5.xyz * r3.www + r8.xyz;
  r5.xyz = r5.xyz * r9.yyy;
  r5.xyz = max(r5.xyz, r2.xyz);
  r2.x = min(1, v4.w);
  r0.z = -r2.x + r0.z;
  r0.z = cmp(r0.z >= 0);
  r8.xyzw = S018_DiffuseTexture2.Sample(S018_DiffuseTexture2_sampler_s, v3.xy).xyzw;
  r2.x = C015_MaterialColor2.w * r8.w;
  r9.xyzw = C009_MaterialColor1.xyzw * v4.yyyy;
  r9.xyzw = C002_MaterialColor.xyzw * v4.xxxx + r9.xyzw;
  r8.xyz = -r9.xyz + r8.xyz;
  r2.xyz = r2.xxx * r8.xyz + r9.xyz;
  r2.xyz = r0.zzz ? r2.xyz : C015_MaterialColor2.xyz;
  r2.xyz = r2.xyz + -r7.xyz;
  r9.xyz = r0.yyy * r2.xyz + r7.xyz;
  r0.y = D017_EnvMapAmount * r0.y;
  r0.z = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r6.xyz));
  r0.z = r2.w * r0.z + r1.w;
  r2.xyz = r6.xyz * r0.zzz;
  r0.z = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r4.xyz));
  r0.z = r2.w * r0.z + r1.w;
  r2.xyz = r4.xyz * r0.zzz + r2.xyz;
  r4.xyz = c001_AmbientColor2.xyz + -c000_AmbientColor.xyz;
  r4.xyz = r0.xxx * r4.xyz + c000_AmbientColor.xyz;
  r2.xyz = r4.xyz * r1.www + r2.xyz;
  r2.w = 1;
  r5.w = 0;
  r2.xyzw = r2.xyzw * r9.xyzw + r5.xyzw;
  r0.x = dot(r3.xyz, r1.xyz);
  r0.z = r0.x + r0.x;
  r0.x = max(0, r0.x);
  r0.x = 1 + -r0.x;
  r0.x = max(0, r0.x);
  r0.x = log2(r0.x);
  r0.x = D027_FresnelBiasAndPower.y * r0.x;
  r0.x = exp2(r0.x);
  r1.xyz = r1.xyz * -r0.zzz + r3.xyz;
  r3.xyz = s067_SecDynamicEnvCubeTexture.Sample(s067_SecDynamicEnvCubeTexture_sampler_s, r1.xyz).xyz;
  r4.xyz = s065_DynamicEnvCubeTexture.Sample(s065_DynamicEnvCubeTexture_sampler_s, r1.xyz).xyz;
  r1.xyz = s066_DynamicEnvCubeModTexture.Sample(s066_DynamicEnvCubeModTexture_sampler_s, r1.xyz).xyz;
  r3.xyz = -r4.xyz + r3.xyz;
  r0.z = d002_CameraNearAndFarAndNearRelAndFarInv.y * v1.w;
  r0.z = saturate(c070_DynamicEnvMapParams.x * r0.z);
  r0.z = r0.z * r0.z;
  r0.z = r0.z * r0.z;
  r3.xyz = r0.zzz * r3.xyz + r4.xyz;
  r3.xyz = float3(-0.5,-0.5,-0.5) + r3.xyz;
  r3.xyz = r3.xyz * c070_DynamicEnvMapParams.yyy + float3(0.5,0.5,0.5);
  r1.xyz = r3.xyz * r1.xyz;
  r1.xyz = r1.xyz * r0.yyy;
  r0.y = -D027_FresnelBiasAndPower.x + 1;
  r0.x = r0.y * r0.x + D027_FresnelBiasAndPower.x;
  r0.x = min(D027_FresnelBiasAndPower.z, r0.x);
  r0.xyz = r1.xyz * r0.xxx;
  r0.xyz = r0.xyz * r0.www;
  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 Thu Aug 21 16:21:13 2025
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 c070_DynamicEnvMapParams;   // Offset:  240 Size:    16
//   float4 c130_GlobalSceneParams;     // Offset:  256 Size:    16 [unused]
//   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
//
//   struct S_PSCounterLight
//   {
//
//       float4 Color;                  // Offset:  640
//       float4 Dir;                    // Offset:  656
//
//   } d009_CounterLight;               // Offset:  640 Size:    32
//   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
// s900__sampler                     sampler      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
// s900_                             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
//
//
// 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_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) 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_output o0.xyzw
dcl_temps 10
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v2.zwzz, t10.xyzw, s10
mul r0.x, r0.w, r0.x
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mad r0.xy, v4.wwww, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xy, v2.xyxx, t8.ywxz, s8
add r1.zw, r0.xxxy, r1.yyyx
mad r1.zw, -r1.yyyx, r0.xxxy, r1.zzzw
mul r1.xy, r0.xyxx, r1.yxyy
lt r0.xy, l(0.500000, 0.500000, 0.000000, 0.000000), r0.xyxx
add r1.xy, r1.xyxx, r1.xyxx
mad r1.zw, r1.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
movc r0.xy, r0.xyxx, r1.zwzz, r1.xyxx
mad r1.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.x, r1.xyxx, r1.xyxx
min r0.x, r0.x, l(1.000000)
add r0.x, -r0.x, l(1.000000)
sqrt r1.z, r0.x
dp3 r2.x, v5.xyzx, r1.xyzx
dp3 r2.y, v6.xyzx, r1.xyzx
dp3 r2.z, v7.xyzx, r1.xyzx
dp3 r0.x, r2.xyzx, r2.xyzx
rsq r0.x, r0.x
mul r1.xyz, r0.xxxx, r2.xyzx
mad r0.x, r2.z, r0.x, l(1.000000)
mul r0.x, r0.x, l(0.500000)
dp3 r0.y, r1.xyzx, cb0[29].xyzx
add r0.w, r0.y, r0.y
max r0.y, r0.y, cb0[30].x
mad r2.xyz, r0.wwww, r1.xyzx, -cb0[29].xyzx
add r3.xyz, -v1.xyzx, cb0[4].xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
dp3_sat r0.w, r3.xyzx, r2.xyzx
log r0.w, r0.w
mul r2.xy, r0.wwww, cb0[67].xzxx
exp r2.xy, r2.xyxx
mad r2.zw, v0.xxxy, cb0[9].zzzw, cb0[9].xxxy
sample_indexable(texture2d)(float,float,float,float) r0.w, r2.zwzz, t5.yzwx, s5
sample_indexable(texture2d)(float,float,float,float) r1.w, r2.zwzz, t1.xyzw, s1
add_sat r0.w, r0.w, cb0[31].x
mul r4.xyz, r0.wwww, cb0[28].xyzx
add_sat r0.w, r0.w, cb0[68].x
mul r2.xzw, r2.xxxx, r4.xxyz
mul r5.xyz, r2.yyyy, r4.xyzx
mul r4.xyz, r0.yyyy, r4.xyzx
mul r5.xyz, r5.xyzx, cb0[30].yyyy
mul r2.xyz, r2.xzwx, cb0[30].yyyy
dp3 r0.y, r1.xyzx, cb0[41].xyzx
add r2.w, r0.y, r0.y
max r0.y, r0.y, cb0[30].x
mul r6.xyz, r0.yyyy, cb0[40].xyzx
mad r7.xyz, r2.wwww, r1.xyzx, -cb0[41].xyzx
dp3_sat r0.y, r3.xyzx, r7.xyzx
log r0.y, r0.y
mul r7.xy, r0.yyyy, cb0[67].xzxx
exp r7.xy, r7.xyxx
mul r7.xzw, r7.xxxx, cb0[40].xxyz
mul r8.xyz, r7.yyyy, cb0[40].xyzx
mul r8.xyz, r8.xyzx, cb0[30].yyyy
mul r7.xyz, r7.xzwx, cb0[30].yyyy
dp3_sat r0.y, l(0.212500, 0.715400, 0.072100, 0.000000), r7.xyzx
add r2.w, -r1.w, l(1.000000)
add r3.w, v1.w, -cb0[5].z
mul_sat r3.w, r3.w, cb0[17].x
add r3.w, -r3.w, l(1.000000)
mad r1.w, r2.w, r3.w, r1.w
add r2.w, l(1.000000), -cb0[30].x
add r3.w, -r1.w, l(1.000000)
mul r2.w, r2.w, r3.w
mad r0.y, r2.w, r0.y, r1.w
mul r7.xyz, r0.yyyy, r7.xyzx
dp3_sat r0.y, l(0.212500, 0.715400, 0.072100, 0.000000), r2.xyzx
mad r0.y, r2.w, r0.y, r1.w
mad r2.xyz, r2.xyzx, r0.yyyy, r7.xyzx
add r0.y, -cb0[70].y, cb0[70].x
sample_indexable(texture2d)(float,float,float,float) r7.xyzw, v2.xyxx, t9.xyzw, s9
add r0.y, -r0.y, r7.w
max r0.y, r0.y, l(0.000000)
div r0.y, r0.y, cb0[70].y
min r0.y, r0.y, l(1.000000)
mul r9.xy, r0.yyyy, cb0[67].ywyy
mul r2.xyz, r2.xyzx, r9.xxxx
dp3_sat r3.w, l(0.212500, 0.715400, 0.072100, 0.000000), r8.xyzx
mad r3.w, r2.w, r3.w, r1.w
mul r8.xyz, r3.wwww, r8.xyzx
dp3_sat r3.w, l(0.212500, 0.715400, 0.072100, 0.000000), r5.xyzx
mad r3.w, r2.w, r3.w, r1.w
mad r5.xyz, r5.xyzx, r3.wwww, r8.xyzx
mul r5.xyz, r9.yyyy, r5.xyzx
max r5.xyz, r2.xyzx, r5.xyzx
min r2.x, v4.w, l(1.000000)
add r0.z, r0.z, -r2.x
ge r0.z, r0.z, l(0.000000)
sample_indexable(texture2d)(float,float,float,float) r8.xyzw, v3.xyxx, t11.xyzw, s11
mul r2.x, r8.w, cb0[66].w
mul r9.xyzw, v4.yyyy, cb0[65].xyzw
mad r9.xyzw, cb0[64].xyzw, v4.xxxx, r9.xyzw
add r8.xyz, r8.xyzx, -r9.xyzx
mad r2.xyz, r2.xxxx, r8.xyzx, r9.xyzx
movc r2.xyz, r0.zzzz, r2.xyzx, cb0[66].xyzx
add r2.xyz, -r7.xyzx, r2.xyzx
mad r9.xyz, r0.yyyy, r2.xyzx, r7.xyzx
mul r0.y, r0.y, cb0[69].x
dp3_sat r0.z, l(0.212500, 0.715400, 0.072100, 0.000000), r6.xyzx
mad r0.z, r2.w, r0.z, r1.w
mul r2.xyz, r0.zzzz, r6.xyzx
dp3_sat r0.z, l(0.212500, 0.715400, 0.072100, 0.000000), r4.xyzx
mad r0.z, r2.w, r0.z, r1.w
mad r2.xyz, r4.xyzx, r0.zzzz, r2.xyzx
add r4.xyz, -cb0[23].xyzx, cb0[24].xyzx
mad r4.xyz, r0.xxxx, r4.xyzx, cb0[23].xyzx
mad r2.xyz, r4.xyzx, r1.wwww, r2.xyzx
mov r2.w, l(1.000000)
mov r5.w, l(0)
mad r2.xyzw, r2.xyzw, r9.xyzw, r5.xyzw
dp3 r0.x, r3.xyzx, r1.xyzx
add r0.z, r0.x, r0.x
max r0.x, r0.x, l(0.000000)
add r0.x, -r0.x, l(1.000000)
max r0.x, r0.x, l(0.000000)
log r0.x, r0.x
mul r0.x, r0.x, cb0[71].y
exp r0.x, r0.x
mad r1.xyz, r1.xyzx, -r0.zzzz, r3.xyzx
sample_indexable(texturecube)(float,float,float,float) r3.xyz, r1.xyzx, t14.xyzw, s14
sample_indexable(texturecube)(float,float,float,float) r4.xyz, r1.xyzx, t12.xyzw, s12
sample_indexable(texturecube)(float,float,float,float) r1.xyz, r1.xyzx, t13.xyzw, s13
add r3.xyz, r3.xyzx, -r4.xyzx
mul r0.z, v1.w, cb0[5].y
mul_sat r0.z, r0.z, cb0[15].x
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r0.z
mad r3.xyz, r0.zzzz, r3.xyzx, r4.xyzx
add r3.xyz, r3.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad r3.xyz, r3.xyzx, cb0[15].yyyy, l(0.500000, 0.500000, 0.500000, 0.000000)
mul r1.xyz, r1.xyzx, r3.xyzx
mul r1.xyz, r0.yyyy, r1.xyzx
add r0.y, l(1.000000), -cb0[71].x
mad r0.x, r0.y, r0.x, cb0[71].x
min r0.x, r0.x, cb0[71].z
mul r0.xyz, r0.xxxx, r1.xyzx
mul r0.xyz, r0.wwww, r0.xyzx
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 150 instruction slots used

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