// Nekrotafeyo - sand [ShaderRegex\ShaderFixes\regex.ini\_Decals][ShaderRegex\ShaderFixes\regex.ini\_Decals3][ShaderRegex\ShaderFixes\regex.ini\_Multiple_Effects]
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Mon Dec 16 01:53:39 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// SV_IsFrontFace           0   x           1    FFACE    uint
//
//
// 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
// SV_Target                2   xyzw        2   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[15], immediateIndexed
dcl_constantbuffer cb1[211], immediateIndexed
dcl_constantbuffer cb2[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2darray (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (uint,uint,uint,uint) t5
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 21
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120
ftou r0.xy, v0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(uint,uint,uint,uint) r0.x, r0.xyzw, t5.xyzw
ine r0.y, cb0[14].x, l(0)
and r0.xz, r0.xxxx, l(4, 0, 128, 0)
ieq r0.xz, r0.xxzx, l(4, 0, 128, 0)
not r0.w, r0.y
and r0.xz, r0.yywy, r0.xxzx
or r0.x, r0.x, r0.z
mul r0.yz, v0.xxyx, cb1[140].zzwz
sample_l_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t1.yxzw, s2, l(0.000000)

mov r10.z, r0.y
mad r10.w, r10.z, cb1[65].x, cb1[65].y
mad r10.z, r10.z, cb1[65].z, -cb1[65].w
div r10.z, l(1.000000, 1.000000, 1.000000, 1.000000), r10.z
add r10.z, r10.z, r10.w

ld_indexable(texture2d)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t120.xyzw
add r9.w, r10.z, -r9.y
mul r9.w, r9.w, cb1[140].x
mul r9.w, r9.w, l(0.5)
div r9.w, r9.w, r10.z
mad r10.x, r9.w, -r9.x, v0.x

mul r1.xyzw, v0.yyyy, cb0[1].xyzw
mad r1.xyzw, r10.xxxx, cb0[0].xyzw, r1.xyzw
mad r1.xyzw, r0.yyyy, cb0[2].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[3].xyzw
div r1.xyz, r1.xyzx, r1.wwww
add r2.xyz, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r2.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.z, r2.y, r2.x
or r0.z, r2.z, r0.z
discard_nz r0.z
add r2.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r2.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.z, r2.y, r2.x
or r0.z, r2.z, r0.z
discard_nz r0.z
add r0.z, -r0.y, l(0.875000)
lt r0.z, r0.z, l(0.000000)
discard_nz r0.z
//ShaderRegex_Decals3 - Do our own world transform to get all 4 coordinates, instead of only 3
mul r13.xyzw, v0.yyyy, cb1[45].xyzw
mad r13.xyzw, v0.xxxx, cb1[44].xyzw, r13.xyzw
mad r13.xyzw, r0.yyyy, cb1[46].xyzw, r13.xyzw
add r13.xyzw, r13.xyzw, cb1[47].xyzw
div r13.xyz, r13.xyzx, r13.wwww
//ShaderRegex_Decals3 - Now transform world to clip, calculate adjustment amount, transform adjustment back to world
mul r14.xyzw, r13.yyyy, cb1[1].xyzw
mad r14.xyzw, r13.xxxx, cb1[0].xyzw, r14.xyzw
mad r14.xyzw, r13.zzzz, cb1[2].xyzw, r14.xyzw
add r14.xyzw, r14.xyzw, cb1[3].xyzw
ld_indexable(texture2d)(float,float,float,float) r12.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r11.xyzw, l(0, 0, 0, 0), t120.xyzw
add r12.w, r14.w, -r12.y
mov r14.xyzw, l(0,0,0,0)
mul r14.x, r12.w, -r12.x
mul r13.xyzw, r14.yyyy, cb1[41].xyzw
mad r13.xyzw, r14.xxxx, cb1[40].xyzw, r13.xyzw
mad r13.xyzw, r14.zzzz, cb1[42].xyzw, r13.xyzw
mad r13.xyzw, r14.wwww, cb1[43].xyzw, r13.xyzw 
//ShaderRegex_Decals3 - Now perform shader's original world transform
mul r2.xyz, v0.yyyy, cb1[45].xywx
mad r2.xyz, v0.xxxx, cb1[44].xywx, r2.xyzx
mad r0.yzw, r0.yyyy, cb1[46].xxyw, r2.xxyz
add r0.yzw, r0.yyzw, cb1[47].xxyw
div r0.yz, r0.yyzy, r0.wwww
//ShaderRegex_Decals3 - Finally, now add adjustment to position coordinate
add r0.y, r0.y, r13.x
add r0.z, r0.z, r13.y
add r0.yz, r0.yyzy, -cb1[71].xxyx
mad r2.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mul r0.yz, r0.yyzy, cb2[1].xxyx
mul r0.yz, r0.yyzy, l(0.000000, -0.001000, -0.001000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xw, r0.yzyy, t2.xzwy, s0
add r3.xy, r1.xwxx, r1.xwxx
mad r1.xw, r1.xxxw, l(2.000000, 0.000000, 0.000000, 2.000000), l(-1.000000, 0.000000, 0.000000, -1.000000)
dp2 r0.w, r1.xwxx, r1.xwxx
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
sqrt r3.z, r0.w
add r3.xyz, r3.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r3.xyz, cb2[7].zzzz, r3.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
mad r3.xyz, r3.xyzx, cb1[145].wwww, cb1[145].xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
dp3 r0.w, cb0[4].xyzx, cb0[4].xyzx
dp3 r1.x, cb0[5].xyzx, cb0[5].xyzx
dp3 r1.w, cb0[6].xyzx, cb0[6].xyzx
rsq r0.w, r0.w
rsq r4.y, r1.x
rsq r4.z, r1.w
mul r1.x, r0.w, -r3.z
mul r3.xy, r3.yxyy, r4.yzyy
mul r3.xzw, r3.xxxx, cb0[5].xxyz
mad r3.xzw, r1.xxxx, cb0[4].xxyz, r3.xxzw
mad r3.xyz, r3.yyyy, cb0[6].xyzx, r3.xzwx
dp3 r1.x, r3.xyzx, r3.xyzx
rsq r1.x, r1.x
mul r3.xyz, r1.xxxx, r3.xyzx
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r0.yzyy, t3.xyzw, s0
mul r5.xyz, r4.xyzx, cb2[6].xyzx
ge r1.x, l(0.000000), cb1[210].w
if_z r1.x
  add r1.x, cb1[210].w, l(-1.000000)
  div r1.x, r1.x, cb1[210].w
  div r1.w, l(0.500000), cb1[210].w
  mad r6.xyz, r5.xzyx, r1.xxxx, r1.wwww
  mad r1.x, r6.y, cb1[210].w, l(-0.500000)
  round_ni r1.w, r1.x
  add r1.x, -r1.w, r1.x
  add r1.w, r1.w, r6.x
  div r6.y, r1.w, cb1[210].w
  mov r6.w, l(0)
  sample_indexable(texture2darray)(float,float,float,float) r7.xyz, r6.yzwy, t0.xyzw, s1
  div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), cb1[210].w
  add r6.x, r1.w, r6.y
  sample_indexable(texture2darray)(float,float,float,float) r6.xyz, r6.xzwx, t0.xyzw, s1
  add r6.xyz, -r7.xyzx, r6.xyzx
  mad r6.xyz, r1.xxxx, r6.xyzx, r7.xyzx
  mad r4.xyz, -r4.xyzx, cb2[6].xyzx, r6.xyzx
  mad r5.xyz, cb1[210].xyzx, r4.xyzx, r5.xyzx
endif
sample_indexable(texture2d)(float,float,float,float) r0.yz, r0.yzyy, t4.xyzw, s0
add r0.y, r0.y, cb2[8].x
mul_sat r0.y, r0.y, cb2[8].w
add r1.xw, -r2.zzzy, l(1.000000, 0.000000, 0.000000, 1.000000)
mul_sat r1.xw, r1.xxxw, cb2[9].xxxx
min r1.x, r1.w, r1.x
mul_sat r2.yz, r2.zzyz, cb2[9].xxxx
min r1.w, r2.z, r2.y
min r1.x, r1.w, r1.x
dp2 r1.y, r1.yzyy, r1.yzyy
min r1.y, r1.y, l(1.000000)
add r1.y, -r1.y, l(1.000000)
mad r1.y, r1.y, cb2[9].y, -r1.x
mad_sat r1.x, r1.y, l(0.500000), r1.x
dp2 r1.x, r1.xxxx, cb2[9].zzzz
add r0.z, -r0.z, l(1.000000)
add r0.z, -r0.z, r1.x
mul_sat r0.z, r0.z, cb2[9].w
mul_sat r0.z, r0.z, cb2[10].x
mad r1.x, r2.x, l(2.000000), l(-1.000000)
mad_sat r1.x, -|r1.x|, l(4.000000), l(4.000000)
mul r1.x, r1.x, cb0[13].x
mul r1.x, r1.x, cb0[13].y
mov_sat o0.xyz, r5.xyzx
mul r0.z, r0.z, r1.x
mad o2.x, r0.y, cb1[146].y, cb1[146].x
add r1.xyzw, v0.xyxy, l(-1.000000, 0.000000, 1.000000, 0.000000)
mul r2.xyzw, r1.xyzw, cb1[140].zwzw
sample_l_indexable(texture2d)(float,float,float,float) r0.y, r2.xyxx, t1.yxzw, s2, l(0.000000)
mul r4.xyzw, r1.yyyy, cb1[45].xyzw
mad r4.xyzw, r1.xxxx, cb1[44].xyzw, r4.xyzw
mad r4.xyzw, r0.yyyy, cb1[46].xyzw, r4.xyzw
add r4.xyzw, r4.xyzw, cb1[47].xyzw

// // Multiple Effects Fix by DJ-RK
// ld_indexable(texture2d)(float,float,float,float) r17.xyzw, l(0, 0, 0, 0), t125.xyzw
// ld_indexable(texture1d)(float,float,float,float) r15.xyzw, l(0, 0, 0, 0), t120.xyzw
// // Multiple Effects - Transform world to clip
// div r18.xyz, r4.xyzx, r4.wwww
// mov r18.w, l(1.0)
// mul r19.xyzw, r18.yyyy, cb1[1].xyzw
// mad r19.xyzw, r18.xxxx, cb1[0].xyzw, r19.xyzw
// mad r19.xyzw, r18.zzzz, cb1[2].xyzw, r19.xyzw
// add r19.xyzw, r19.xyzw, cb1[3].xyzw
// // Multiple Effects - Standard Variant - Standard Stereo Fix
// add r17.w, r19.w, -r17.y
// // mul r17.w, r17.w, r15.w
// mov r19.xyzw, l(0,0,0,0)
// mad r19.x, r17.w, -r17.x, r19.x
// //  Multiple Effects - Standard Variant - Transform from clip to world
// mul r18.xyzw, r19.yyyy, cb1[41].xyzw
// mad r18.xyzw, r19.xxxx, cb1[40].xyzw, r18.xyzw
// mad r18.xyzw, r19.zzzz, cb1[42].xyzw, r18.xyzw
// mad r18.xyzw, r19.wwww, cb1[43].xyzw, r18.xyzw 

div r4.xyz, r4.zxyz, r4.wwww

// //  Multiple Effects - Store original value of r4 into r19 for later use
// add r19.xyz, r4.xyzx, -cb1[71].zxyz

// //  Multiple Effects - Add stereo correction to r4
// add r4.xyz, r4.xyz, r18.zxyz

add r4.xyz, r4.xyzx, -cb1[71].zxyz


sample_l_indexable(texture2d)(float,float,float,float) r0.y, r2.zwzz, t1.yxzw, s2, l(0.000000)
mul r2.xyzw, r1.wwww, cb1[45].xyzw
mad r1.xyzw, r1.zzzz, cb1[44].xyzw, r2.xyzw
mad r1.xyzw, r0.yyyy, cb1[46].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb1[47].xyzw
div r1.xyz, r1.zxyz, r1.wwww
add r1.xyz, r1.xyzx, -cb1[71].zxyz
add r2.xyzw, v0.xyxy, l(0.000000, -1.000000, 0.000000, 1.000000)
mul r5.xyzw, r2.xyzw, cb1[140].zwzw
sample_l_indexable(texture2d)(float,float,float,float) r0.y, r5.xyxx, t1.yxzw, s2, l(0.000000)
mul r6.xyzw, r2.yyyy, cb1[45].xyzw
mad r6.xyzw, r2.xxxx, cb1[44].xyzw, r6.xyzw
mad r6.xyzw, r0.yyyy, cb1[46].xyzw, r6.xyzw
add r6.xyzw, r6.xyzw, cb1[47].xyzw
div r6.xyz, r6.yzxy, r6.wwww
add r6.xyz, r6.xyzx, -cb1[71].yzxy
sample_l_indexable(texture2d)(float,float,float,float) r0.y, r5.zwzz, t1.yxzw, s2, l(0.000000)
mul r5.xyzw, r2.wwww, cb1[45].xyzw
mad r2.xyzw, r2.zzzz, cb1[44].xyzw, r5.xyzw
mad r2.xyzw, r0.yyyy, cb1[46].xyzw, r2.xyzw
add r2.xyzw, r2.xyzw, cb1[47].xyzw
div r2.xyz, r2.yzxy, r2.wwww
add r2.xyz, r2.xyzx, -cb1[71].yzxy
add r2.xyz, -r2.xyzx, r6.xyzx
dp3 r0.y, r2.xyzx, r2.xyzx
rsq r0.y, r0.y
mul r2.xyz, r0.yyyy, r2.xyzx
add r1.xyz, -r4.xyzx, r1.xyzx
dp3 r0.y, r1.xyzx, r1.xyzx
rsq r0.y, r0.y
mul r1.xyz, r0.yyyy, r1.xyzx
mul r4.xyz, r2.xyzx, r1.xyzx
mad r1.xyz, r1.zxyz, r2.yzxy, -r4.xyzx
mul r2.xyz, r0.wwww, cb0[4].xyzx
dp3 r0.y, r1.xyzx, r2.xyzx
ge r0.y, cb0[13].z, r0.y
not r0.x, r0.x
or r0.x, r0.x, r0.y
movc r0.x, r0.x, l(0), r0.z
mad o1.xyz, r3.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.501960814, 0.501960814, 0.501960814, 0.000000)
mov o0.w, r0.x
mov o1.w, r0.x
mov o2.yz, l(0,0,0,0)
mov o2.w, r0.x
ret
// Approximately 0 instruction slots used
