//ssr bathroom jail
// ---- Created with 3Dmigoto v0.6.164 on Thu Aug  7 17:28:37 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);
  float4 C005_EmissiveFacadeColorAndIntensity : packoffset(c64);
  float c042_AOMapFactor : packoffset(c65);
  float2 D013_SpecularPowerAndLevel : packoffset(c66);
  float D017_EnvMapAmount : packoffset(c67);
  float D350_ForcedWorldNormalZ : packoffset(c68);
  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 s012_AmbientOcclusionTexture_sampler_s : register(s12);
SamplerState S060_EnvCubeTexture_sampler_s : register(s13);
Texture2D<float4> s110_DynamicAOTexture : register(t1);
Texture2D<float4> S000_DiffuseTexture : register(t8);
Texture2D<float4> S001_NormalTexture : register(t9);
Texture2D<float4> S002_SpecularLevelTexture : register(t10);
Texture2D<float4> S011_EmissiveTexture : register(t11);
Texture2D<float4> s012_AmbientOcclusionTexture : register(t12);
TextureCube<float4> S060_EnvCubeTexture : register(t13);


// 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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6;
  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(v4.xyz, v4.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = v4.xyz * r0.www;
  r2.xyz = S001_NormalTexture.Sample(S001_NormalTexture_sampler_s, v2.xy).xyw;
  r2.x = r2.x * r2.z;
  r2.xy = r2.xy * float2(2,2) + float2(-1,-1);
  r0.w = dot(r2.xy, r2.xy);
  r0.w = min(1, r0.w);
  r0.w = 1 + -r0.w;
  r0.w = sqrt(r0.w);
  r3.xyz = -r0.zxy;
  r4.xyz = ddx_coarse(r3.zxy);
  r3.xyz = ddy_coarse(r3.xyz);
  r2.zw = ddx_coarse(v2.xy);
  r5.xy = ddy_coarse(v2.xy);
  r6.xyz = r3.xyz * r1.yzx;
  r3.xyz = r3.zxy * r1.zxy + -r6.xyz;
  r6.xyz = r4.xyz * r1.zxy;
  r4.xyz = r1.yzx * r4.yzx + -r6.xyz;
  r5.xzw = r4.xyz * r5.xxx;
  r5.xzw = r3.xyz * r2.zzz + r5.xzw;
  r4.xyz = r4.xyz * r5.yyy;
  r3.xyz = r3.xyz * r2.www + r4.xyz;
  r1.w = dot(r5.xzw, r5.xzw);
  r2.z = dot(r3.xyz, r3.xyz);
  r1.w = max(r2.z, r1.w);
  r1.w = rsqrt(r1.w);
  r4.xyz = r5.xzw * r1.www;
  r3.xyz = r3.xyz * r1.www;
  r2.yzw = r3.xyz * r2.yyy;
  r2.xyz = r4.xyz * r2.xxx + r2.yzw;
  r1.xyz = r1.xyz * r0.www + r2.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyw = r1.xyz * r0.www;
  r2.xy = S002_SpecularLevelTexture.Sample(S002_SpecularLevelTexture_sampler_s, v2.xy).xz;
  r3.xyzw = S000_DiffuseTexture.Sample(S000_DiffuseTexture_sampler_s, v2.xy).xyzw;
  r2.zw = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r2.z = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r2.zw).w;
  r2.w = cmp(0 < c042_AOMapFactor);
  if (r2.w != 0) {
    r4.xy = s012_AmbientOcclusionTexture.Sample(s012_AmbientOcclusionTexture_sampler_s, v5.xy).xy;
    r2.w = -c042_AOMapFactor + 1;
    r4.xy = r4.xy + r2.ww;
  } else {
    r4.xy = float2(1,1);
  }
  r4.xyz = min(r4.xyx, r2.zzz);
  r0.w = r1.z * r0.w + 1;
  r0.w = 0.5 * r0.w;
  r5.xyz = c001_AmbientColor2.xyz + -c000_AmbientColor.xyz;
  r5.xyz = r0.www * r5.xyz + c000_AmbientColor.xyz;
  r6.xyz = S011_EmissiveTexture.Sample(S011_EmissiveTexture_sampler_s, v3.xy).xyz;
  r2.yzw = r6.xyz * r2.yyy;
  r6.xyz = C005_EmissiveFacadeColorAndIntensity.xyz * C005_EmissiveFacadeColorAndIntensity.www;
  r6.xyz = r6.xyz * r2.yzw;
  r6.w = 0;
  r0.w = dot(r0.xyz, r1.xyw);
  r0.w = r0.w + r0.w;
  r0.xyz = r1.xyw * -r0.www + r0.xyz;
  r0.xyz = S060_EnvCubeTexture.Sample(S060_EnvCubeTexture_sampler_s, r0.xyz).xyz;
  r0.xyz = D017_EnvMapAmount * r0.xyz;
  r0.xyz = r0.xyz * r2.xxx;
  r1.xyz = r5.xyz * r4.xyz;
  r1.w = 1;
  r1.xyzw = r1.xyzw * r3.xyzw + r6.xyzw;
  r0.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 Thu Aug  7 17:28:37 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
//   float4 C005_EmissiveFacadeColorAndIntensity;// Offset: 1024 Size:    16
//   float c042_AOMapFactor;            // Offset: 1040 Size:     4
//   float2 D013_SpecularPowerAndLevel; // Offset: 1056 Size:     8 [unused]
//   float D017_EnvMapAmount;           // Offset: 1072 Size:     4
//   float D350_ForcedWorldNormalZ;     // Offset: 1088 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
// 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
// s012_AmbientOcclusionTexture_sampler    sampler      NA          NA   12        1
// S060_EnvCubeTexture_sampler       sampler      NA          NA   13        1
// s110_DynamicAOTexture             texture  float4          2d    1        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
// s012_AmbientOcclusionTexture      texture  float4          2d   12        1
// S060_EnvCubeTexture               texture  float4        cube   13        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
// TEXCOORD                 4   xyzw        5     NONE   float   xy
//
//
// 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 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_resource_texture2d (float,float,float,float) t1
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_texture2d (float,float,float,float) t12
dcl_resource_texturecube (float,float,float,float) t13
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_input_ps linear v5.xy
dcl_output o0.xyzw
dcl_temps 7
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, v4.xyzx, v4.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v4.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, v2.xyxx, t9.xywz, s9
mul r2.x, r2.z, r2.x
mad r2.xy, r2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.w, r2.xyxx, r2.xyxx
min r0.w, r0.w, l(1.000000)
add r0.w, -r0.w, l(1.000000)
sqrt r0.w, r0.w
mov r3.xyz, -r0.zxyz
deriv_rtx_coarse r4.xyz, r3.zxyz
deriv_rty_coarse r3.xyz, r3.xyzx
deriv_rtx_coarse r2.zw, v2.xxxy
deriv_rty_coarse r5.xy, v2.xyxx
mul r6.xyz, r1.yzxy, r3.xyzx
mad r3.xyz, r3.zxyz, r1.zxyz, -r6.xyzx
mul r6.xyz, r1.zxyz, r4.xyzx
mad r4.xyz, r1.yzxy, r4.yzxy, -r6.xyzx
mul r5.xzw, r5.xxxx, r4.xxyz
mad r5.xzw, r3.xxyz, r2.zzzz, r5.xxzw
mul r4.xyz, r5.yyyy, r4.xyzx
mad r3.xyz, r3.xyzx, r2.wwww, r4.xyzx
dp3 r1.w, r5.xzwx, r5.xzwx
dp3 r2.z, r3.xyzx, r3.xyzx
max r1.w, r1.w, r2.z
rsq r1.w, r1.w
mul r4.xyz, r1.wwww, r5.xzwx
mul r3.xyz, r1.wwww, r3.xyzx
mul r2.yzw, r2.yyyy, r3.xxyz
mad r2.xyz, r4.xyzx, r2.xxxx, r2.yzwy
mad r1.xyz, r1.xyzx, r0.wwww, r2.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyw, r0.wwww, r1.xyxz
sample_indexable(texture2d)(float,float,float,float) r2.xy, v2.xyxx, t10.xzyw, s10
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, v2.xyxx, t8.xyzw, s8
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
lt r2.w, l(0.000000), cb0[65].x
if_nz r2.w
  sample_indexable(texture2d)(float,float,float,float) r4.xy, v5.xyxx, t12.xyzw, s12
  add r2.w, l(1.000000), -cb0[65].x
  add r4.xy, r2.wwww, r4.xyxx
else
  mov r4.xy, l(1.000000,1.000000,0,0)
endif
min r4.xyz, r2.zzzz, r4.xyxx
mad r0.w, r1.z, r0.w, l(1.000000)
mul r0.w, r0.w, l(0.500000)
add r5.xyz, -cb0[23].xyzx, cb0[24].xyzx
mad r5.xyz, r0.wwww, r5.xyzx, cb0[23].xyzx
sample_indexable(texture2d)(float,float,float,float) r6.xyz, v3.xyxx, t11.xyzw, s11
mul r2.yzw, r2.yyyy, r6.xxyz
mul r6.xyz, cb0[64].wwww, cb0[64].xyzx
mul r6.xyz, r2.yzwy, r6.xyzx
mov r6.w, l(0)
dp3 r0.w, r0.xyzx, r1.xywx
add r0.w, r0.w, r0.w
mad r0.xyz, r1.xywx, -r0.wwww, r0.xyzx
sample_indexable(texturecube)(float,float,float,float) r0.xyz, r0.xyzx, t13.xyzw, s13
mul r0.xyz, r0.xyzx, cb0[67].xxxx
mul r0.xyz, r2.xxxx, r0.xyzx
mul r1.xyz, r4.xyzx, r5.xyzx
mov r1.w, l(1.000000)
mad r1.xyzw, r1.xyzw, r3.xyzw, r6.xyzw
mov r0.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 77 instruction slots used

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