// ---- Created with 3Dmigoto v0.6.164 on Mon Aug 18 17:25:18 2025

cbuffer _Globals : register(b0)
{
  float4 c130_GlobalSceneParams : packoffset(c15);
  float3 d001_CameraPosition : packoffset(c4);
  float4 d002_CameraNearAndFarAndNearRelAndFarInv : packoffset(c5);
  float d076_HalfDistToMaxSSAOInv : packoffset(c16);
  float4 n005_RenderTargetSizesInv : packoffset(c9);
  float4 c000_AmbientColor : packoffset(c23);
  float4 c001_AmbientColor2 : packoffset(c24);
  float4 c080_RimLightColour : packoffset(c25);
  float4 c081_RimLightParams : packoffset(c26);
  float4 c082_LightWrappingParams : packoffset(c27);

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


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

  float4 C036_CharacterColors[3] : packoffset(c64);
  float2 D013_SpecularPowerAndLevel : packoffset(c67);
  float D017_EnvMapAmount : packoffset(c68);
  float3 D027_FresnelBiasAndPower : packoffset(c69);
  float D065_BlendAmount : packoffset(c70);
  float4 D083_Wrinkles[2] : packoffset(c71);
  float D350_ForcedWorldNormalZ : packoffset(c73);
  float4 c025_VisualColorModulator : packoffset(c99);
}

SamplerState s110_DynamicAOTexture_sampler_s : register(s1);
SamplerState s900__sampler_s : register(s5);
SamplerState S000_DiffuseTexture_sampler_s : register(s8);
SamplerState S001_NormalTexture_sampler_s : register(s9);
SamplerState S002_SpecularLevelTexture_sampler_s : register(s10);
SamplerState S015_DiffuseTexture1_sampler_s : register(s11);
SamplerState S022_SpecularPowerTexture_sampler_s : register(s12);
SamplerState S030_SkinMaskTexture_sampler_s : register(s13);
SamplerState S031_WrinkleMapTexture_sampler_s : register(s14);
Texture2D<float4> s110_DynamicAOTexture : register(t1);
Texture2D<float4> s900_ : register(t5);
Texture2D<float4> S000_DiffuseTexture : register(t8);
Texture2D<float4> S001_NormalTexture : register(t9);
Texture2D<float4> S002_SpecularLevelTexture : register(t10);
Texture2D<float4> S015_DiffuseTexture1 : register(t11);
Texture2D<float4> S022_SpecularPowerTexture : register(t12);
Texture2D<float4> S030_SkinMaskTexture : register(t13);
Texture2D<float4> S031_WrinkleMapTexture : 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,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = S031_WrinkleMapTexture.Sample(S031_WrinkleMapTexture_sampler_s, v2.xy).xyw;
  r0.x = r0.x * r0.z;
  r0.xy = float2(-0.5,-0.5) + r0.xy;
  r0.zw = float2(1,0.5) * v2.xy;
  r1.xyz = S030_SkinMaskTexture.SampleLevel(S030_SkinMaskTexture_sampler_s, r0.zw, 0).xyz;
  r0.z = S030_SkinMaskTexture.Sample(S030_SkinMaskTexture_sampler_s, r0.zw).w;
  r0.w = dot(r1.xyz, D083_Wrinkles[0].xyz);
  r1.xy = v2.xy * float2(1,0.5) + float2(0,0.5);
  r1.xyz = S030_SkinMaskTexture.SampleLevel(S030_SkinMaskTexture_sampler_s, r1.xy, 0).xyz;
  r0.w = r1.x * D083_Wrinkles[0].w + r0.w;
  r0.w = r1.y * D083_Wrinkles[1].x + r0.w;
  r0.w = saturate(r1.z * D083_Wrinkles[1].y + r0.w);
  r0.xy = r0.ww * r0.xy + float2(0.5,0.5);
  r1.xyz = S001_NormalTexture.Sample(S001_NormalTexture_sampler_s, v2.xy).xyw;
  r1.x = r1.x * r1.z;
  r1.zw = r1.xy + r0.xy;
  r1.zw = -r1.xy * r0.xy + r1.zw;
  r1.xy = r1.xy * 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(v4.xyz, r1.xyz);
  r2.y = dot(v5.xyz, r1.xyz);
  r2.z = dot(v6.xyz, r1.xyz);
  r0.x = dot(r2.xyz, r2.xyz);
  r0.x = rsqrt(r0.x);
  r0.y = r2.z * r0.x + 1;
  r1.xyz = r2.xyz * r0.xxx;
  r0.x = 0.5 * r0.y;
  r2.xyz = c001_AmbientColor2.xyz + -c000_AmbientColor.xyz;
  r0.xyw = r0.xxx * r2.xyz + c000_AmbientColor.xyz;
  r1.w = dot(r1.xyz, d000_Lights[0].PosOrDirAndFar.xyz);
  r2.x = r1.w * 0.5 + 0.5;
  r2.x = log2(abs(r2.x));
  r2.x = c082_LightWrappingParams.x * r2.x;
  r2.x = exp2(r2.x);
  r2.x = r2.x + -r1.w;
  r2.x = c082_LightWrappingParams.y * r2.x + r1.w;
  r1.w = r1.w + r1.w;
  r2.yzw = r1.www * r1.xyz + -d000_Lights[0].PosOrDirAndFar.xyz;
  r1.w = max(d000_Lights[0].Switches.x, r2.x);
  r3.xy = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r2.x = s900_.Sample(s900__sampler_s, r3.xy).x;
  r3.x = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r3.xy).w;
  r2.x = saturate(d000_Lights[0].ShadowTrans.x + r2.x);
  r3.yzw = d000_Lights[0].ColorAndAttenuation.xyz * r2.xxx;
  r4.xyz = r3.yzw * r1.www;
  r1.w = dot(r1.xyz, d009_CounterLight.Dir.xyz);
  r2.x = r1.w * 0.5 + 0.5;
  r2.x = log2(abs(r2.x));
  r2.x = c082_LightWrappingParams.x * r2.x;
  r2.x = exp2(r2.x);
  r2.x = r2.x + -r1.w;
  r2.x = c082_LightWrappingParams.y * r2.x + r1.w;
  r1.w = r1.w + r1.w;
  r5.xyz = r1.www * r1.xyz + -d009_CounterLight.Dir.xyz;
  r1.w = max(d000_Lights[0].Switches.x, r2.x);
  r6.xyz = d009_CounterLight.Color.xyz * r1.www;
  r1.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r6.xyz));
  r2.x = 1 + -r3.x;
  r4.w = saturate(d076_HalfDistToMaxSSAOInv * r0.z);
  r4.w = 1 + -r4.w;
  r2.x = r2.x * r4.w + r3.x;
  r4.w = cmp(0 < r0.z);
  r2.x = r4.w ? r2.x : r3.x;
  r3.x = -d000_Lights[0].Switches.x + 1;
  r4.w = 1 + -r2.x;
  r3.x = r4.w * r3.x;
  r1.w = r3.x * r1.w + r2.x;
  r6.xyz = r6.xyz * r1.www;
  r1.w = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r4.xyz));
  r1.w = r3.x * r1.w + r2.x;
  r4.xyz = r4.xyz * r1.www + r6.xyz;
  r4.xyz = r0.xyw * r2.xxx + r4.xyz;
  r0.xyw = D017_EnvMapAmount * r0.xyw;
  r1.w = dot(r4.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r1.w = -1 + r1.w;
  r1.w = c082_LightWrappingParams.z * r1.w + 1;
  r6.xy = S022_SpecularPowerTexture.Sample(S022_SpecularPowerTexture_sampler_s, v2.xy).xy;
  r6.xz = cmp(r6.xx < float2(0.333000004,0.666000009));
  r5.w = D013_SpecularPowerAndLevel.x * r6.y;
  r7.xyzw = r6.zzzz ? C036_CharacterColors[1].xyzw : C036_CharacterColors[2].xyzw;
  r6.xyzw = r6.xxxx ? C036_CharacterColors[0].xyzw : r7.xyzw;
  r7.xyzw = S000_DiffuseTexture.Sample(S000_DiffuseTexture_sampler_s, v2.xy).xyzw;
  r8.xyzw = r7.xyzw * r6.xyzw;
  r9.xyzw = S015_DiffuseTexture1.Sample(S015_DiffuseTexture1_sampler_s, v3.xy).xyzw;
  r6.xyzw = -r7.xyzw * r6.xyzw + r9.xyzw;
  r7.x = D065_BlendAmount * r9.w;
  r6.xyzw = r7.xxxx * r6.xyzw + r8.xyzw;
  r7.x = dot(r6.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r7.x = c081_RimLightParams.y * -r7.x + 1;
  r1.w = r7.x * r1.w;
  r1.w = max(0.0500000007, r1.w);
  r7.xyz = d001_CameraPosition.xyz + -v1.xyz;
  r7.w = dot(r7.xyz, r7.xyz);
  r7.w = rsqrt(r7.w);
  r7.xyz = r7.xyz * r7.www;
  r1.x = dot(r7.xyz, r1.xyz);
  r1.x = max(0, r1.x);
  r1.y = min(1, r1.x);
  r1.xy = float2(1,1) + -r1.xy;
  r1.x = max(0, r1.x);
  r1.x = log2(r1.x);
  r1.x = D027_FresnelBiasAndPower.y * r1.x;
  r1.x = exp2(r1.x);
  r1.y = log2(r1.y);
  r1.yw = c081_RimLightParams.zx * r1.yw;
  r1.y = exp2(r1.y);
  r1.y = r1.y * r1.w;
  r8.w = 1;
  r1.z = saturate(c080_RimLightColour.w);
  r9.xyz = c080_RimLightColour.xyz * r1.zzz;
  r8.xyz = r9.xyz * r2.xxx;
  r8.xyzw = r8.xyzw * r1.yyyy;
  r4.w = 1;
  r1.y = 1 + -r0.z;
  r0.z = 0.5 * r0.z;
  r0.z = min(0.499998987, r0.z);
  o1.w = max(0, r0.z);
  r0.z = max(c081_RimLightParams.w, r1.y);
  r4.xyzw = r8.xyzw * r0.zzzz + r4.xyzw;
  r4.xyzw = r4.xyzw * r6.xyzw;
  o0.xyzw = c025_VisualColorModulator.xyzw * r4.xyzw;
  r0.z = saturate(dot(r7.xyz, r2.yzw));
  r1.y = saturate(dot(r7.xyz, r5.xyz));
  r1.y = log2(r1.y);
  r1.y = r5.w * r1.y;
  r1.y = exp2(r1.y);
  r1.yzw = d009_CounterLight.Color.xyz * r1.yyy;
  r1.yzw = d000_Lights[0].Switches.yyy * r1.yzw;
  r0.z = log2(r0.z);
  r0.z = r5.w * r0.z;
  r0.z = exp2(r0.z);
  r2.yzw = r3.yzw * r0.zzz;
  r2.yzw = d000_Lights[0].Switches.yyy * r2.yzw;
  r0.z = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r2.yzw));
  r0.z = r3.x * r0.z + r2.x;
  r3.y = saturate(dot(float3(0.212500006,0.715399981,0.0720999986), r1.yzw));
  r2.x = r3.x * r3.y + r2.x;
  r1.yzw = r2.xxx * r1.yzw;
  r1.yzw = r2.yzw * r0.zzz + r1.yzw;
  r0.z = -D027_FresnelBiasAndPower.x + 1;
  r0.z = r0.z * r1.x + D027_FresnelBiasAndPower.x;
  r0.z = min(D027_FresnelBiasAndPower.z, r0.z);
  r2.xy = S002_SpecularLevelTexture.Sample(S002_SpecularLevelTexture_sampler_s, v2.xy).xy;
  r1.x = D013_SpecularPowerAndLevel.y * r2.y;
  r0.xyw = r2.xxx * r0.xyw;
  r0.xyz = r0.xyw * r0.zzz;
  r0.xyz = r1.yzw * r1.xxx + r0.xyz;
  r0.xyz = c025_VisualColorModulator.xyz * r0.xyz;
  o1.xyz = max(float3(0,0,0), r0.xyz);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Mon Aug 18 17:25:18 2025
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 c130_GlobalSceneParams;     // Offset:  240 Size:    16 [unused]
//   float3 d001_CameraPosition;        // Offset:   64 Size:    12
//   float4 d002_CameraNearAndFarAndNearRelAndFarInv;// Offset:   80 Size:    16 [unused]
//   float d076_HalfDistToMaxSSAOInv;   // Offset:  256 Size:     4
//   float4 n005_RenderTargetSizesInv;  // Offset:  144 Size:    16
//   float4 c000_AmbientColor;          // Offset:  368 Size:    16
//   float4 c001_AmbientColor2;         // Offset:  384 Size:    16
//   float4 c080_RimLightColour;        // Offset:  400 Size:    16
//   float4 c081_RimLightParams;        // Offset:  416 Size:    16
//   float4 c082_LightWrappingParams;   // Offset:  432 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 C036_CharacterColors[3];    // Offset: 1024 Size:    48
//   float2 D013_SpecularPowerAndLevel; // Offset: 1072 Size:     8
//   float D017_EnvMapAmount;           // Offset: 1088 Size:     4
//   float3 D027_FresnelBiasAndPower;   // Offset: 1104 Size:    12
//   float D065_BlendAmount;            // Offset: 1120 Size:     4
//   float4 D083_Wrinkles[2];           // Offset: 1136 Size:    32
//   float D350_ForcedWorldNormalZ;     // Offset: 1168 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
// S000_DiffuseTexture_sampler       sampler      NA          NA    8        1
// S001_NormalTexture_sampler        sampler      NA          NA    9        1
// S002_SpecularLevelTexture_sampler    sampler      NA          NA   10        1
// S015_DiffuseTexture1_sampler      sampler      NA          NA   11        1
// S022_SpecularPowerTexture_sampler    sampler      NA          NA   12        1
// S030_SkinMaskTexture_sampler      sampler      NA          NA   13        1
// S031_WrinkleMapTexture_sampler    sampler      NA          NA   14        1
// s110_DynamicAOTexture             texture  float4          2d    1        1
// s900_                             texture  float4          2d    5        1
// S000_DiffuseTexture               texture  float4          2d    8        1
// S001_NormalTexture                texture  float4          2d    9        1
// S002_SpecularLevelTexture         texture  float4          2d   10        1
// S015_DiffuseTexture1              texture  float4          2d   11        1
// S022_SpecularPowerTexture         texture  float4          2d   12        1
// S030_SkinMaskTexture              texture  float4          2d   13        1
// S031_WrinkleMapTexture            texture  float4          2d   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   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   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   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_texture2d (float,float,float,float) t12
dcl_resource_texture2d (float,float,float,float) t13
dcl_resource_texture2d (float,float,float,float) t14
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.xyz
dcl_input_ps linear v6.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_temps 10
sample_indexable(texture2d)(float,float,float,float) r0.xyz, v2.xyxx, t14.xywz, s14
mul r0.x, r0.z, r0.x
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r0.zw, v2.xxxy, l(0.000000, 0.000000, 1.000000, 0.500000)
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r0.zwzz, t13.xyzw, s13, l(0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t13.xywz, s13
dp3 r0.w, r1.xyzx, cb0[71].xyzx
mad r1.xy, v2.xyxx, l(1.000000, 0.500000, 0.000000, 0.000000), l(0.000000, 0.500000, 0.000000, 0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t13.xyzw, s13, l(0.000000)
mad r0.w, r1.x, cb0[71].w, r0.w
mad r0.w, r1.y, cb0[72].x, r0.w
mad_sat r0.w, r1.z, cb0[72].y, r0.w
mad r0.xy, r0.wwww, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v2.xyxx, t9.xywz, s9
mul r1.x, r1.z, r1.x
add r1.zw, r0.xxxy, r1.xxxy
mad r1.zw, -r1.xxxy, r0.xxxy, r1.zzzw
mul r1.xy, r0.xyxx, r1.xyxx
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, v4.xyzx, r1.xyzx
dp3 r2.y, v5.xyzx, r1.xyzx
dp3 r2.z, v6.xyzx, r1.xyzx
dp3 r0.x, r2.xyzx, r2.xyzx
rsq r0.x, r0.x
mad r0.y, r2.z, r0.x, l(1.000000)
mul r1.xyz, r0.xxxx, r2.xyzx
mul r0.x, r0.y, l(0.500000)
add r2.xyz, -cb0[23].xyzx, cb0[24].xyzx
mad r0.xyw, r0.xxxx, r2.xyxz, cb0[23].xyxz
dp3 r1.w, r1.xyzx, cb0[29].xyzx
mad r2.x, r1.w, l(0.500000), l(0.500000)
log r2.x, |r2.x|
mul r2.x, r2.x, cb0[27].x
exp r2.x, r2.x
add r2.x, -r1.w, r2.x
mad r2.x, cb0[27].y, r2.x, r1.w
add r1.w, r1.w, r1.w
mad r2.yzw, r1.wwww, r1.xxyz, -cb0[29].xxyz
max r1.w, r2.x, cb0[30].x
mad r3.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
sample_indexable(texture2d)(float,float,float,float) r2.x, r3.xyxx, t5.xyzw, s5
sample_indexable(texture2d)(float,float,float,float) r3.x, r3.xyxx, t1.wxyz, s1
add_sat r2.x, r2.x, cb0[31].x
mul r3.yzw, r2.xxxx, cb0[28].xxyz
mul r4.xyz, r1.wwww, r3.yzwy
dp3 r1.w, r1.xyzx, cb0[41].xyzx
mad r2.x, r1.w, l(0.500000), l(0.500000)
log r2.x, |r2.x|
mul r2.x, r2.x, cb0[27].x
exp r2.x, r2.x
add r2.x, -r1.w, r2.x
mad r2.x, cb0[27].y, r2.x, r1.w
add r1.w, r1.w, r1.w
mad r5.xyz, r1.wwww, r1.xyzx, -cb0[41].xyzx
max r1.w, r2.x, cb0[30].x
mul r6.xyz, r1.wwww, cb0[40].xyzx
dp3_sat r1.w, l(0.212500, 0.715400, 0.072100, 0.000000), r6.xyzx
add r2.x, -r3.x, l(1.000000)
mul_sat r4.w, r0.z, cb0[16].x
add r4.w, -r4.w, l(1.000000)
mad r2.x, r2.x, r4.w, r3.x
lt r4.w, l(0.000000), r0.z
movc r2.x, r4.w, r2.x, r3.x
add r3.x, l(1.000000), -cb0[30].x
add r4.w, -r2.x, l(1.000000)
mul r3.x, r3.x, r4.w
mad r1.w, r3.x, r1.w, r2.x
mul r6.xyz, r1.wwww, r6.xyzx
dp3_sat r1.w, l(0.212500, 0.715400, 0.072100, 0.000000), r4.xyzx
mad r1.w, r3.x, r1.w, r2.x
mad r4.xyz, r4.xyzx, r1.wwww, r6.xyzx
mad r4.xyz, r0.xywx, r2.xxxx, r4.xyzx
mul r0.xyw, r0.xyxw, cb0[68].xxxx
dp3 r1.w, r4.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r1.w, r1.w, l(-1.000000)
mad r1.w, cb0[27].z, r1.w, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r6.xy, v2.xyxx, t12.xyzw, s12
lt r6.xz, r6.xxxx, l(0.333000, 0.000000, 0.666000, 0.000000)
mul r5.w, r6.y, cb0[67].x
movc r7.xyzw, r6.zzzz, cb0[65].xyzw, cb0[66].xyzw
movc r6.xyzw, r6.xxxx, cb0[64].xyzw, r7.xyzw
sample_indexable(texture2d)(float,float,float,float) r7.xyzw, v2.xyxx, t8.xyzw, s8
mul r8.xyzw, r6.xyzw, r7.xyzw
sample_indexable(texture2d)(float,float,float,float) r9.xyzw, v3.xyxx, t11.xyzw, s11
mad r6.xyzw, -r7.xyzw, r6.xyzw, r9.xyzw
mul r7.x, r9.w, cb0[70].x
mad r6.xyzw, r7.xxxx, r6.xyzw, r8.xyzw
dp3 r7.x, r6.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
mad r7.x, cb0[26].y, -r7.x, l(1.000000)
mul r1.w, r1.w, r7.x
max r1.w, r1.w, l(0.050000)
add r7.xyz, -v1.xyzx, cb0[4].xyzx
dp3 r7.w, r7.xyzx, r7.xyzx
rsq r7.w, r7.w
mul r7.xyz, r7.wwww, r7.xyzx
dp3 r1.x, r7.xyzx, r1.xyzx
max r1.x, r1.x, l(0.000000)
min r1.y, r1.x, l(1.000000)
add r1.xy, -r1.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
max r1.x, r1.x, l(0.000000)
log r1.x, r1.x
mul r1.x, r1.x, cb0[69].y
exp r1.x, r1.x
log r1.y, r1.y
mul r1.yw, r1.yyyw, cb0[26].zzzx
exp r1.y, r1.y
mul r1.y, r1.w, r1.y
mov r8.w, l(1.000000)
mov_sat r1.z, cb0[25].w
mul r9.xyz, r1.zzzz, cb0[25].xyzx
mul r8.xyz, r2.xxxx, r9.xyzx
mul r8.xyzw, r1.yyyy, r8.xyzw
mov r4.w, l(1.000000)
add r1.y, -r0.z, l(1.000000)
mul r0.z, r0.z, l(0.500000)
min r0.z, r0.z, l(0.499999)
max o1.w, r0.z, l(0.000000)
max r0.z, r1.y, cb0[26].w
mad r4.xyzw, r8.xyzw, r0.zzzz, r4.xyzw
mul r4.xyzw, r6.xyzw, r4.xyzw
mul o0.xyzw, r4.xyzw, cb0[99].xyzw
dp3_sat r0.z, r7.xyzx, r2.yzwy
dp3_sat r1.y, r7.xyzx, r5.xyzx
log r1.y, r1.y
mul r1.y, r1.y, r5.w
exp r1.y, r1.y
mul r1.yzw, r1.yyyy, cb0[40].xxyz
mul r1.yzw, r1.yyzw, cb0[30].yyyy
log r0.z, r0.z
mul r0.z, r0.z, r5.w
exp r0.z, r0.z
mul r2.yzw, r0.zzzz, r3.yyzw
mul r2.yzw, r2.yyzw, cb0[30].yyyy
dp3_sat r0.z, l(0.212500, 0.715400, 0.072100, 0.000000), r2.yzwy
mad r0.z, r3.x, r0.z, r2.x
dp3_sat r3.y, l(0.212500, 0.715400, 0.072100, 0.000000), r1.yzwy
mad r2.x, r3.x, r3.y, r2.x
mul r1.yzw, r1.yyzw, r2.xxxx
mad r1.yzw, r2.yyzw, r0.zzzz, r1.yyzw
add r0.z, l(1.000000), -cb0[69].x
mad r0.z, r0.z, r1.x, cb0[69].x
min r0.z, r0.z, cb0[69].z
sample_indexable(texture2d)(float,float,float,float) r2.xy, v2.xyxx, t10.xyzw, s10
mul r1.x, r2.y, cb0[67].y
mul r0.xyw, r0.xyxw, r2.xxxx
mul r0.xyz, r0.zzzz, r0.xywx
mad r0.xyz, r1.yzwy, r1.xxxx, r0.xyzx
mul r0.xyz, r0.xyzx, cb0[99].xyzx
max o1.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
ret
// Approximately 158 instruction slots used

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