//????????????????????
// ---- Created with 3Dmigoto v0.6.164 on Fri Aug  8 01:04:24 2025

cbuffer _Globals : register(b0)
{
  float4 c130_GlobalSceneParams : packoffset(c15);
  float3 d001_CameraPosition : packoffset(c4);
  float4 n005_RenderTargetSizesInv : packoffset(c9);

  struct
  {
    float4 ColorAndAttenuation;
    float4 PosOrDirAndFar;
    float4 Switches;
    float4 ShadowTrans;
  } d000_Lights[3] : packoffset(c28);

  float c042_AOMapFactor : packoffset(c64);
  float2 D013_SpecularPowerAndLevel : 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 S001_NormalTexture_sampler_s : register(s9);
SamplerState s012_AmbientOcclusionTexture_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> S001_NormalTexture : register(t9);
Texture2D<float4> s012_AmbientOcclusionTexture : 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,
  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;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = d001_CameraPosition.xyz + -v1.xyz;
  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).xyzw;
  r0.w = D013_SpecularPowerAndLevel.y * r1.z;
  r1.x = r1.x * r1.w;
  r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
  r1.w = dot(r1.xy, r1.xy);
  r1.w = min(1, r1.w);
  r1.w = 1 + -r1.w;
  r1.z = sqrt(r1.w);
  r2.x = dot(v3.xyz, r1.xyz);
  r2.y = dot(v4.xyz, r1.xyz);
  r2.z = dot(v5.xyz, r1.xyz);
  r1.x = dot(r2.xyz, r2.xyz);
  r1.x = rsqrt(r1.x);
  r1.xyz = r2.xyz * r1.xxx;
  r2.xyzw = S000_DiffuseTexture.Sample(S000_DiffuseTexture_sampler_s, v2.xy).xyzw;
  r3.xy = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r1.w = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r3.xy).w;
  r3.x = cmp(0 < c042_AOMapFactor);
  if (r3.x != 0) {
    r3.xy = s012_AmbientOcclusionTexture.Sample(s012_AmbientOcclusionTexture_sampler_s, v6.xy).xy;
    r3.z = -c042_AOMapFactor + 1;
    r3.xy = r3.xy + r3.zz;
  } else {
    r3.xy = float2(1,1);
  }
  r3.xyz = min(r3.xyx, r1.www);
  r4.xy = v7.xy / v7.ww;
  r1.w = s500_.Sample(s500__sampler_s, r4.xy).x;
  r3.w = cmp(0 >= -v7.z);
  r3.w = r3.w ? 1.000000 : 0;
  r1.w = r3.w * r1.w;
  r4.xyz = -v1.xyz * d000_Lights[0].Switches.zzz + d000_Lights[0].PosOrDirAndFar.xyz;
  r3.w = dot(r4.xyz, r4.xyz);
  r3.w = sqrt(r3.w);
  r4.xyz = r4.xyz / r3.www;
  r5.xy = -d000_Lights[0].Switches.zx + float2(1,1);
  r4.w = v7.z * r5.x;
  r3.w = r3.w * d000_Lights[0].Switches.z + r4.w;
  r5.xzw = d000_Lights[0].ColorAndAttenuation.xyz * r1.www;
  r1.w = -d000_Lights[0].ColorAndAttenuation.w * r3.w + 1;
  r5.xzw = r5.xzw * r1.www;
  r1.w = cmp(d000_Lights[0].PosOrDirAndFar.w >= r3.w);
  r1.w = r1.w ? 1.000000 : 0;
  r5.xzw = r5.xzw * r1.www;
  r1.w = dot(v0.xy, float2(8.10000038,5.69999981));
  sincos(r1.w, r6.x, r7.x);
  r7.y = r6.x;
  r6.xy = d000_Lights[0].Switches.ww * r7.xy;
  r7.xyz = v7.xyz / v7.www;
  r1.w = 0;
  r3.w = 0;
  while (true) {
    r4.w = cmp((int)r3.w >= 4);
    if (r4.w != 0) break;
    r4.w = (uint)r3.w << 1;
    r6.zw = icb[r4.w+0].xy * r6.yx + r7.xy;
    r4.w = s600_.SampleCmpLevelZero(s600__sampler_s, r6.zw, r7.z).x;
    r4.w = r4.w + r1.w;
    r6.z = mad((int)r3.w, 2, 1);
    r6.zw = icb[r6.z+0].xy * r6.xy + r7.xy;
    r6.z = s600_.SampleCmpLevelZero(s600__sampler_s, r6.zw, r7.z).x;
    r1.w = r6.z + r4.w;
    r3.w = (int)r3.w + 1;
  }
  r1.w = saturate(r1.w * 0.125 + d000_Lights[0].ShadowTrans.x);
  r5.xzw = r5.xzw * r1.www;
  r1.w = dot(r1.xyz, r4.xyz);
  r3.w = max(d000_Lights[0].Switches.x, r1.w);
  r6.xyz = r5.xzw * r3.www;
  r1.w = r1.w + r1.w;
  r1.xyz = r1.www * r1.xyz + -r4.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 = r5.xzw * r0.xxx;
  r0.xyz = d000_Lights[0].Switches.yyy * r0.xyz;
  r1.xyz = float3(1,1,1) + -r3.zyz;
  r1.xyz = r5.yyy * r1.xyz;
  r1.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r6.xyz));
  r4.xyz = r1.zyz * r1.www + r3.zyz;
  r4.xyz = r6.xyz * r4.xyz;
  r1.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r0.xyz));
  r1.xyz = r1.xyz * r1.www + r3.xyz;
  r0.xyz = r1.xyz * r0.xyz;
  r4.w = 1;
  r0.xyz = r0.xyz * r0.www;
  r0.w = 0;
  r0.xyzw = r4.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 Fri Aug  8 01:04:24 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
//
//   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
//   float c042_AOMapFactor;            // Offset: 1024 Size:     4
//   float2 D013_SpecularPowerAndLevel; // 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
// s600__sampler                   sampler_c      NA          NA    5        1
// S000_DiffuseTexture_sampler       sampler      NA          NA    8        1
// S001_NormalTexture_sampler        sampler      NA          NA    9        1
// s012_AmbientOcclusionTexture_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
// S001_NormalTexture                texture  float4          2d    9        1
// s012_AmbientOcclusionTexture      texture  float4          2d   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   xy
// TEXCOORD                 6   xyzw        7     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_texture2d (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.xy
dcl_input_ps linear v7.xyzw
dcl_output o0.xyzw
dcl_temps 8
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.xyzw, s9
mul r0.w, r1.z, cb0[65].y
mul r1.x, r1.w, r1.x
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r1.w, r1.xyxx, r1.xyxx
min r1.w, r1.w, l(1.000000)
add r1.w, -r1.w, l(1.000000)
sqrt r1.z, r1.w
dp3 r2.x, v3.xyzx, r1.xyzx
dp3 r2.y, v4.xyzx, r1.xyzx
dp3 r2.z, v5.xyzx, r1.xyzx
dp3 r1.x, r2.xyzx, r2.xyzx
rsq r1.x, r1.x
mul r1.xyz, r1.xxxx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, v2.xyxx, t8.xyzw, s8
mad r3.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.w, r3.xyxx, t1.xyzw, s1
lt r3.x, l(0.000000), cb0[64].x
if_nz r3.x
  sample_indexable(texture2d)(float,float,float,float) r3.xy, v6.xyxx, t10.xyzw, s10
  add r3.z, l(1.000000), -cb0[64].x
  add r3.xy, r3.zzzz, r3.xyxx
else
  mov r3.xy, l(1.000000,1.000000,0,0)
endif
min r3.xyz, r1.wwww, r3.xyxx
div r4.xy, v7.xyxx, v7.wwww
sample_indexable(texture2d)(float,float,float,float) r1.w, r4.xyxx, t2.yzwx, s2
ge r3.w, l(0.000000), -v7.z
and r3.w, r3.w, l(0x3f800000)
mul r1.w, r1.w, r3.w
mad r4.xyz, -v1.xyzx, cb0[30].zzzz, cb0[29].xyzx
dp3 r3.w, r4.xyzx, r4.xyzx
sqrt r3.w, r3.w
div r4.xyz, r4.xyzx, r3.wwww
add r5.xy, l(1.000000, 1.000000, 0.000000, 0.000000), -cb0[30].zxzz
mul r4.w, r5.x, v7.z
mad r3.w, r3.w, cb0[30].z, r4.w
mul r5.xzw, r1.wwww, cb0[28].xxyz
mad r1.w, -cb0[28].w, r3.w, l(1.000000)
mul r5.xzw, r1.wwww, r5.xxzw
ge r1.w, cb0[29].w, r3.w
and r1.w, r1.w, l(0x3f800000)
mul r5.xzw, r1.wwww, r5.xxzw
dp2 r1.w, v0.xyxx, l(8.100000, 5.700000, 0.000000, 0.000000)
sincos r6.x, r7.x, r1.w
mov r7.y, r6.x
mul r6.xy, r7.xyxx, cb0[30].wwww
div r7.xyz, v7.xyzx, v7.wwww
mov r1.w, l(0)
mov r3.w, l(0)
loop
  ige r4.w, r3.w, l(4)
  breakc_nz r4.w
  ishl r4.w, r3.w, l(1)
  mad r6.zw, icb[r4.w + 0].xxxy, r6.yyyx, r7.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r4.w, r6.zwzz, t5.xxxx, s5, r7.z
  add r4.w, r1.w, r4.w
  imad r6.z, r3.w, l(2), l(1)
  mad r6.zw, icb[r6.z + 0].xxxy, r6.xxxy, r7.xxxy
  sample_c_lz_indexable(texture2d)(float,float,float,float) r6.z, r6.zwzz, t5.xxxx, s5, r7.z
  add r1.w, r4.w, r6.z
  iadd r3.w, r3.w, l(1)
endloop
mad_sat r1.w, r1.w, l(0.125000), cb0[31].x
mul r5.xzw, r1.wwww, r5.xxzw
dp3 r1.w, r1.xyzx, r4.xyzx
max r3.w, r1.w, cb0[30].x
mul r6.xyz, r3.wwww, r5.xzwx
add r1.w, r1.w, r1.w
mad r1.xyz, r1.wwww, r1.xyzx, -r4.xyzx
dp3_sat r0.x, r0.xyzx, r1.xyzx
log r0.x, r0.x
mul r0.x, r0.x, cb0[65].x
exp r0.x, r0.x
mul r0.xyz, r0.xxxx, r5.xzwx
mul r0.xyz, r0.xyzx, cb0[30].yyyy
add r1.xyz, -r3.zyzz, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.xyz, r1.xyzx, r5.yyyy
dp3_sat r1.w, l(0.212500, 0.715400, 0.072100, 0.000000), r6.xyzx
mad r4.xyz, r1.zyzz, r1.wwww, r3.zyzz
mul r4.xyz, r4.xyzx, r6.xyzx
dp3_sat r1.w, l(0.212500, 0.715400, 0.072100, 0.000000), r0.xyzx
mad r1.xyz, r1.xyzx, r1.wwww, r3.xyzx
mul r0.xyz, r0.xyzx, r1.xyzx
mov r4.w, l(1.000000)
mul r0.xyz, r0.wwww, r0.xyzx
mov r0.w, l(0)
mad r0.xyzw, r4.xyzw, r2.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 98 instruction slots used

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