// MANUALLY DUMPED [ShaderRegex\ShaderFixes\regex.ini\_Volumetric_Lighting]
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Mon Nov 11 12:22:54 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// SV_POSITION              0   xyzw        2      POS   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[200], immediateIndexed
dcl_constantbuffer cb1[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture3d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyz
dcl_input_ps_siv linear noperspective v2.xy, position
dcl_output o0.xyzw
dcl_temps 5
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.xyzw, s1, l(0.000000)
ge r0.y, r0.x, l(0.875000)
mad r0.z, r0.x, l(8.000000), l(-7.000000)
movc r0.x, r0.y, r0.z, r0.x
mad r0.y, r0.x, cb0[65].x, cb0[65].y
mad r0.x, r0.x, cb0[65].z, -cb0[65].w
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
add r0.x, r0.x, r0.y
mul r0.yzw, r0.xxxx, v1.xxyz
dp3 r1.x, r0.yzwy, r0.yzwy
sqrt r1.y, r1.x
dp3 r0.y, r0.yzwy, cb0[60].xyzx
div r0.y, r1.y, r0.y
mul r0.y, r0.y, cb0[199].z
max r0.y, r0.y, l(0.000000)
rsq r0.z, r1.x
mul r1.x, r0.z, r1.x
max r0.y, r0.y, cb1[0].w
lt r1.y, l(0.000000), r0.y
ieq r1.z, cb1[7].z, l(1)
add r1.w, cb0[68].z, cb1[7].w
movc r1.z, r1.z, r1.w, cb1[2].y
mul r1.w, r0.z, r0.y
mul r2.x, r0.w, r1.w
mad r1.w, r1.w, r0.w, cb0[68].z
mad r2.x, v1.z, r0.x, -r2.x
mad r0.y, -r0.y, r0.z, l(1.000000)
mul r0.y, r1.x, r0.y
add r0.z, -r1.z, r1.w
mul r0.z, r0.z, cb1[0].y
max r0.z, r0.z, l(-127.000000)
exp r0.z, -r0.z
mul r0.z, r0.z, cb1[2].x
movc r0.z, r1.y, r0.z, cb1[0].x
movc r0.y, r1.y, r0.y, r1.x
movc r0.w, r1.y, r2.x, r0.w
mul r0.w, r0.w, cb1[0].y
max r0.w, r0.w, l(-127.000000)
exp r1.y, -r0.w
add r1.y, -r1.y, l(1.000000)
div r1.y, r1.y, r0.w
mad r1.z, -r0.w, l(0.240226507), l(0.693147182)
lt r0.w, l(0.010000), |r0.w|
movc r0.w, r0.w, r1.y, r1.z
mul r0.z, r0.w, r0.z
mul r0.y, r0.y, r0.z
exp r0.y, -r0.y
min r0.y, r0.y, l(1.000000)
max r0.y, r0.y, cb1[1].w
lt r0.z, l(0.000000), cb1[2].w
lt r0.w, cb1[2].w, r1.x
and r0.z, r0.w, r0.z
movc r0.y, r0.z, l(1.000000), r0.y
add r0.z, -r0.y, l(1.000000)
mul r1.xyz, r0.zzzz, cb1[1].xyzx
lt r0.z, l(0.000000), cb1[7].y
if_nz r0.z
  mad r0.x, r0.x, cb0[198].x, cb0[198].y
  log r0.x, r0.x
  mul r0.x, r0.x, cb0[198].z
  mul r2.z, r0.x, cb0[197].z
  add r0.xz, v2.xxyx, -cb0[138].xxyx
  mul r2.xy, r0.xzxx, cb0[199].xyxx

// ld_indexable(texture2d)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
// ld_indexable(texture1d)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t120.xyzw
// if_z r3.x
// mul r4.w, r4.y, l(0.0005)
// add r4.w, -r4.w, l(0.5)
// mad r2.x, r4.w, -r4.x, r2.x
// endif
  sample_l_indexable(texture3d)(float,float,float,float) r2.xyzw, r2.xyzx, t1.xyzw, s0, l(0.000000)
else
  mov r2.xyzw, l(0,0,0,1.000000)
endif
mad r0.xzw, r1.xxyz, r2.wwww, r2.xxyz
mul o0.w, r0.y, r2.w
sample_indexable(texture2d)(float,float,float,float) r0.y, v0.xyxx, t2.yxzw, s2
mul o0.xyz, r0.yyyy, r0.xzwx
ret
// Approximately 0 instruction slots used
