// ---- Created with 3Dmigoto v0.6.164 on Mon Aug 25 17:28:20 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);

  float2 D013_SpecularPowerAndLevel : packoffset(c64);
  float D350_ForcedWorldNormalZ : packoffset(c65);
  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 S000_DiffuseTexture_sampler_s : register(s8);
SamplerState S001_NormalTexture_sampler_s : register(s9);
Texture2D<float4> s110_DynamicAOTexture : register(t1);
Texture2D<float4> s500_ : register(t2);
Texture2D<float4> S000_DiffuseTexture : register(t8);
Texture2D<float4> S001_NormalTexture : register(t9);


// 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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = S001_NormalTexture.Sample(S001_NormalTexture_sampler_s, v2.xy).xyzw;
  r0.x = r0.x * r0.w;
  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(v3.xyz, r1.xyz);
  r2.y = dot(v4.xyz, r1.xyz);
  r2.z = dot(v5.xyz, r1.xyz);
  r0.x = dot(r2.xyz, r2.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyw = r2.xyz * r0.xxx;
  r1.xyz = -v1.xyz * d000_Lights[0].Switches.zzz + d000_Lights[0].PosOrDirAndFar.xyz;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = sqrt(r1.w);
  r1.xyz = r1.xyz / r1.www;
  r2.x = dot(r0.xyw, r1.xyz);
  r2.y = r2.x + r2.x;
  r2.x = max(d000_Lights[0].Switches.x, r2.x);
  r0.xyw = r2.yyy * r0.xyw + -r1.xyz;
  r1.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);
r1.x += s.x * s.y * cb13[6].x /fov ;
r1.y += s.x * s.y * cb13[6].y /fov ;
r1.z += s.x * s.y * cb13[6].z /fov ;   
  
  r2.y = dot(r1.xyz, r1.xyz);
  r2.y = rsqrt(r2.y);
  r1.xyz = r2.yyy * r1.xyz;
  r0.x = saturate(dot(r1.xyz, r0.xyw));
  r0.x = log2(r0.x);
  r0.xz = D013_SpecularPowerAndLevel.xy * r0.xz;
  r0.x = exp2(r0.x);
  r0.yw = v6.xy / v6.ww;
  r0.y = s500_.Sample(s500__sampler_s, r0.yw).x;
  r0.w = cmp(0 >= -v6.z);
  r0.w = r0.w ? 1.000000 : 0;
  r0.y = r0.y * r0.w;
  r1.xyz = d000_Lights[0].ColorAndAttenuation.xyz * r0.yyy;
  r0.yw = -d000_Lights[0].Switches.zx + float2(1,1);
  r0.y = v6.z * r0.y;
  r0.y = r1.w * d000_Lights[0].Switches.z + r0.y;
  r1.w = -d000_Lights[0].ColorAndAttenuation.w * r0.y + 1;
  r0.y = cmp(d000_Lights[0].PosOrDirAndFar.w >= r0.y);
  r0.y = r0.y ? 1.000000 : 0;
  r1.xyz = r1.xyz * r1.www;
  r1.xyz = r1.xyz * r0.yyy;
  r2.yzw = r1.xyz * r0.xxx;
  r1.xyz = r1.xyz * r2.xxx;
  r2.xyz = d000_Lights[0].Switches.yyy * r2.yzw;
  r0.x = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r2.xyz));
  r3.xy = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r0.y = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r3.xy).w;
  r1.w = 1 + -r0.y;
  r0.w = r1.w * r0.w;
  r0.x = r0.w * r0.x + r0.y;
  r2.xyz = r2.xyz * r0.xxx;
  r2.xyz = r2.xyz * r0.zzz;
  r0.x = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r1.xyz));
  r0.x = r0.w * r0.x + r0.y;
  r0.xyz = r1.xyz * r0.xxx;
  r1.xyzw = S000_DiffuseTexture.Sample(S000_DiffuseTexture_sampler_s, v2.xy).xyzw;
  r0.w = 1;
  r2.w = 0;
  r0.xyzw = r0.xyzw * r1.xyzw + r2.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 Mon Aug 25 17:28:20 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
//   float2 D013_SpecularPowerAndLevel; // Offset: 1024 Size:     8
//   float D350_ForcedWorldNormalZ;     // Offset: 1040 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
// S000_DiffuseTexture_sampler       sampler      NA          NA    8        1
// S001_NormalTexture_sampler        sampler      NA          NA    9        1
// s110_DynamicAOTexture             texture  float4          2d    1        1
// s500_                             texture  float4          2d    2        1
// S000_DiffuseTexture               texture  float4          2d    8        1
// S001_NormalTexture                texture  float4          2d    9        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   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_constantbuffer CB0[100], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, 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) t8
dcl_resource_texture2d (float,float,float,float) t9
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.xyzw
dcl_output o0.xyzw
dcl_temps 4
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v2.xyxx, t9.xyzw, s9
mul r0.x, r0.w, r0.x
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, v3.xyzx, r1.xyzx
dp3 r2.y, v4.xyzx, r1.xyzx
dp3 r2.z, v5.xyzx, r1.xyzx
dp3 r0.x, r2.xyzx, r2.xyzx
rsq r0.x, r0.x
mul r0.xyw, r0.xxxx, r2.xyxz
mad r1.xyz, -v1.xyzx, cb0[30].zzzz, cb0[29].xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
sqrt r1.w, r1.w
div r1.xyz, r1.xyzx, r1.wwww
dp3 r2.x, r0.xywx, r1.xyzx
add r2.y, r2.x, r2.x
max r2.x, r2.x, cb0[30].x
mad r0.xyw, r2.yyyy, r0.xyxw, -r1.xyxz
add r1.xyz, -v1.xyzx, cb0[4].xyzx
dp3 r2.y, r1.xyzx, r1.xyzx
rsq r2.y, r2.y
mul r1.xyz, r1.xyzx, r2.yyyy
dp3_sat r0.x, r1.xyzx, r0.xywx
log r0.x, r0.x
mul r0.xz, r0.xxzx, cb0[64].xxyx
exp r0.x, r0.x
div r0.yw, v6.xxxy, v6.wwww
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.ywyy, t2.yxzw, s2
ge r0.w, l(0.000000), -v6.z
and r0.w, r0.w, l(0x3f800000)
mul r0.y, r0.w, r0.y
mul r1.xyz, r0.yyyy, cb0[28].xyzx
add r0.yw, l(0.000000, 1.000000, 0.000000, 1.000000), -cb0[30].zzzx
mul r0.y, r0.y, v6.z
mad r0.y, r1.w, cb0[30].z, r0.y
mad r1.w, -cb0[28].w, r0.y, l(1.000000)
ge r0.y, cb0[29].w, r0.y
and r0.y, r0.y, l(0x3f800000)
mul r1.xyz, r1.wwww, r1.xyzx
mul r1.xyz, r0.yyyy, r1.xyzx
mul r2.yzw, r0.xxxx, r1.xxyz
mul r1.xyz, r2.xxxx, r1.xyzx
mul r2.xyz, r2.yzwy, cb0[30].yyyy
dp3_sat r0.x, l(0.212500, 0.715400, 0.072100, 0.000000), r2.xyzx
mad r3.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.y, r3.xyxx, t1.xwyz, s1
add r1.w, -r0.y, l(1.000000)
mul r0.w, r0.w, r1.w
mad r0.x, r0.w, r0.x, r0.y
mul r2.xyz, r0.xxxx, r2.xyzx
mul r2.xyz, r0.zzzz, r2.xyzx
dp3_sat r0.x, l(0.212500, 0.715400, 0.072100, 0.000000), r1.xyzx
mad r0.x, r0.w, r0.x, r0.y
mul r0.xyz, r0.xxxx, r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v2.xyxx, t8.xyzw, s8
mov r0.w, l(1.000000)
mov r2.w, l(0)
mad r0.xyzw, r0.xyzw, r1.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 66 instruction slots used

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