// MANUALLY DUMPED [ShaderRegex\ShaderFixes\regex.ini\_Multiple_Effects2]
// Additional correction for Will-o-wisp looking enemies
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Fri Sep 20 22:35:55 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float
// TEXCOORD                11   xyzw        1     NONE   float
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 3   xyzw        3     NONE   float   xy
// GBX_VERTEX_FOG           0   xyzw        4     NONE   float   xyzw
// SV_Position              0   xyzw        5      POS   float   xyzw
// SV_IsFrontFace           0   x           6    FFACE    uint
//
//
// 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[199], immediateIndexed
dcl_constantbuffer cb1[10], immediateIndexed
dcl_constantbuffer cb2[95], immediateIndexed
dcl_constantbuffer cb3[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xy
dcl_input_ps linear v4.xyzw
dcl_input_ps_siv linear noperspective v5.xyzw, position
dcl_output o0.xyzw
dcl_temps 9
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120
mul r0.xyzw, v5.yyyy, cb0[45].xyzw
mad r0.xyzw, v5.xxxx, cb0[44].xyzw, r0.xyzw
mad r0.xyzw, v5.zzzz, cb0[46].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[47].xyzw
//div r0.xyz, r0.xyzx, r0.wwww

ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t120.xyzw
div r7.xyz, r0.xyzx, r0.wwww
mov r7.w, l(1.0)
mul r8.xyzw, r7.yyyy, cb0[1].xyzw
mad r8.xyzw, r7.xxxx, cb0[0].xyzw, r8.xyzw
mad r8.xyzw, r7.zzzz, cb0[2].xyzw, r8.xyzw
add r8.xyzw, r8.xyzw, cb0[3].xyzw
add r6.w, r8.w, -r6.y
mul r6.w, r6.w, r5.w
mad r8.x, r6.w, -r6.x, r8.x
mul r7.xyzw, r8.yyyy, cb0[41].xyzw
mad r7.xyzw, r8.xxxx, cb0[40].xyzw, r7.xyzw
mad r7.xyzw, r8.zzzz, cb0[42].xyzw, r7.xyzw
mad r7.xyzw, r8.wwww, cb0[43].xyzw, r7.xyzw 
mov r0.xyz, r7.xyzx

add r0.xyz, r0.xyzx, -cb0[71].xyzx
dp3 r0.w, v2.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
add r1.xyz, r0.wwww, -v2.xyzx
mad r1.xyz, r1.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000), v2.xyzx

// add r2.xy, v5.xyxx, -cb0[138].xyxx
// Needs corrected v5, which we've already done in previous matrix, so just substitute r8
add r2.xy, r8.xyxx, -cb0[138].xyxx
mul r2.xy, r2.xyxx, cb0[139].zwzz
mul r2.xy, r2.xyxx, l(8.000000, 8.000000, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t1.yzwx, s1, cb0[150].w
mul r0.w, r0.w, l(4.000000)
add r2.xy, v3.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r1.w, r2.xyxx, r2.xyxx
sqrt r1.w, r1.w
mul r1.w, r1.w, l(64.000000)
mul r1.w, r1.w, r1.w
div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.w
add_sat r1.w, r1.w, l(-0.001000)
mul r2.x, r1.w, l(4.000000)
min r2.x, r2.x, l(1.000000)
mul r0.w, r0.w, r2.x
mov_sat r2.x, r0.w
mad r1.xyz, r1.xyzx, l(8.000000, 8.000000, 8.000000, 0.000000), -v2.xyzx
mad r1.xyz, r2.xxxx, r1.xyzx, v2.xyzx
add r1.xyz, r1.xyzx, cb3[1].xyzx
mul_sat r0.w, r0.w, l(16.000000)
add r0.w, r1.w, r0.w
itof r2.xy, cb0[149].zwzz
mad r1.w, r2.y, l(4.656612873E-010), r2.x
mul r2.xyz, r1.wwww, l(6.28318548, 12.566371, 1.57079637, 0.000000)
sincos r2.xyz, null, r2.xyzx
add r1.w, -r2.x, r2.y
mad r1.w, r2.z, r1.w, r2.x
mad r1.w, r1.w, l(0.199999988), l(0.800000)
mul r0.w, r0.w, r1.w
mul_sat r0.w, r0.w, v2.w
mad_sat r1.w, v5.w, l(0.001000), l(-0.250000)
mul r2.w, r0.w, r1.w
and r0.w, cb0[150].z, l(32)
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r2.xyz, r0.wwww, r1.xyzx, l(0,0,0,0)
lt r0.w, l(0.000000), cb2[94].y
if_nz r0.w
  mul r1.xyz, r0.yyyy, cb0[9].xywx
  mad r1.xyz, r0.xxxx, cb0[8].xywx, r1.xyzx
  mad r1.xyz, r0.zzzz, cb0[10].xywx, r1.xyzx
  add r1.xyz, r1.xyzx, cb0[11].xywx
  div r1.xy, r1.xyxx, r1.zzzz
  mad r3.xy, r1.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  mad r0.w, r1.z, cb0[198].x, cb0[198].y
  log r0.w, r0.w
  mul r0.w, r0.w, cb0[198].z
  mul r3.z, r0.w, cb0[197].z
  sample_l_indexable(texture3d)(float,float,float,float) r1.xyzw, r3.xyzx, t0.xyzw, s0, l(0.000000)
  mul r3.x, r1.w, v4.w
  mad r1.xyz, v4.xyzx, r1.wwww, r1.xyzx

else
  mov r1.xyz, v4.xyzx
  mov r3.x, v4.w
endif
lt r0.w, l(0.000000), cb0[147].z
if_nz r0.w
  add r3.yzw, r0.xxyz, -cb1[8].xxyz
  add r4.xyz, cb1[9].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  lt r3.yzw, r4.xxyz, |r3.yyzw|
  or r0.w, r3.z, r3.y
  or r0.w, r3.w, r0.w
  dp3 r0.x, r0.xyzx, l(0.577000, 0.577000, 0.577000, 0.000000)
  mul r0.x, r0.x, l(0.002000)
  frc r0.x, r0.x
  lt r0.x, l(0.500000), r0.x
  movc r4.xyz, r0.xxxx, l(0,1.000000,1.000000,0), l(1.000000,1.000000,0,0)
  mov r4.w, l(1.000000)
  movc r2.xyzw, r0.wwww, r4.xyzw, r2.xyzw
  mov o0.w, r2.w
else
  mov o0.w, r2.w
endif
mad o0.xyz, r2.xyzx, r3.xxxx, r1.xyzx
ret
// Approximately 0 instruction slots used
