// CS Light Clipping?
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Mon Sep 16 22:06:06 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Input
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
cs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[10], immediateIndexed
dcl_constantbuffer cb1[204], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture3d (uint,uint,uint,uint) t0
dcl_resource_texture3d (float,float,float,float) t1
dcl_resource_texture3d (float,float,float,float) t2
dcl_resource_texture3d (float,float,float,float) t3
dcl_resource_texture3d (float,float,float,float) t4
dcl_resource_texture3d (float,float,float,float) t5
dcl_resource_buffer (float,float,float,float) t6
dcl_uav_typed_buffer (float,float,float,float) u0
dcl_input vThreadID.x
dcl_temps 18
dcl_thread_group 64, 1, 1
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120
ld_indexable(texture2d)(float,float,float,float) r16.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r17.xyzw, l(0, 0, 0, 0), t120.xyzw

ult r0.x, vThreadID.x, cb0[9].z
if_nz r0.x
  ld_indexable(buffer)(float,float,float,float) r0.xyzw, vThreadID.xxxx, t6.xyzw
  mad r0.xyz, r0.xyzx, cb1[200].xyzx, cb1[201].xyzx
  max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r0.xyz, r0.xyzx, l(0.990000, 0.990000, 0.990000, 0.000000)
  mul r0.xyz, r0.xyzx, cb1[202].xyzx
  ftoi r1.xyz, r0.xyzx
  mov r1.w, l(0)
  ld_indexable(texture3d)(uint,uint,uint,uint) r1.xyzw, r1.xyzw, t0.xyzw
  utof r1.xyzw, r1.xyzw
// mad r1.x, r16.x, r17.w, r1.x
  add r2.x, cb1[202].w, l(1.000000)
  div r0.xyz, r0.xyzx, r1.wwww
  frc r0.xyz, r0.xyzx
  mul r0.xyz, r0.xyzx, cb1[202].wwww
  mad r0.xyz, r1.xyzx, r2.xxxx, r0.xyzx
  add r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
  mul r0.xyz, r0.xyzx, cb1[203].xyzx
  if_nz cb0[8].z
    sample_l_indexable(texture3d)(float,float,float,float) r1.xyzw, r0.xyzx, t5.xyzw, s0, l(0.000000)
// mad r1.x, r16.x, r17.w, r1.x
// mov r11.xyzw, l(0,0,0,0)
// mul r11.x, r16.x, r16.y
// mul r10.xyzw, r11.yyyy, cb1[41].xyzw
// mad r10.xyzw, r11.xxxx, cb1[40].xyzw, r10.xyzw
// mad r10.xyzw, r11.zzzz, cb1[42].xyzw, r10.xyzw
// add r10.xyzw, r10.xyzw, cb1[43].xyzw
// mul r10.xyzw, r10.xyzw, r17.wwww
// add r1.xyz, r1.xyz, -r10.xyz
    mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)

    mul r2.x, r1.w, cb0[9].x
    mul r2.x, r2.x, l(1.57079637)
    mul r2.y, cb0[9].y, l(0.0174532942)
    max r2.x, r2.y, r2.x
    max r1.w, r1.w, l(0.000100)
    div r1.xyz, r1.xyzx, r1.wwww
add r16.w, r1.z, -r16.y
mul r16.w, r16.w, r17.w
mad r1.x, r16.w, r16.x, r1.x
//likley best candidate

// World space fix
// mov r11.xyz, r1.xyz
// mov r11.w, l(1.0)
// mul r10.xyzw, r11.yyyy, cb1[1].xyzw
// mad r10.xyzw, r11.xxxx, cb1[0].xyzw, r10.xyzw
// mad r10.xyzw, r11.zzzz, cb1[2].xyzw, r10.xyzw
// mad r10.xyzw, r11.wwww, cb1[3].xyzw, r10.xyzw

// add r16.w, r10.w, -r16.y
// mul r16.w, r16.w, r17.w
// mad r10.x, r16.w, -r16.x, r10.x

// // mul r16.w, r16.x, r16.y
// // mad r10.x, r17.w, r16.w, r10.x

// mov r11.xyzw, r10.xyzw
// mul r10.xyzw, r11.yyyy, cb1[41].xyzw
// mad r10.xyzw, r11.xxxx, cb1[40].xyzw, r10.xyzw
// mad r10.xyzw, r11.zzzz, cb1[42].xyzw, r10.xyzw
// mad r10.xyzw, r11.wwww, cb1[43].xyzw, r10.xyzw

// mov r1.xyz, r10.xyz


// Infinity correction only converted
// mov r11.xyzw, l(0,0,0,0)
// mul r11.x, r16.x, r16.y
// mul r10.xyzw, r11.yyyy, cb1[41].xyzw
// mad r10.xyzw, r11.xxxx, cb1[40].xyzw, r10.xyzw
// mad r10.xyzw, r11.zzzz, cb1[42].xyzw, r10.xyzw
// mad r10.xyzw, r11.wwww, cb1[43].xyzw, r10.xyzw
// mul r10.xyzw, r10.xyzw, r17.wwww
// add r1.xyz, r1.xyz, -r10.xyz



  else
    sample_l_indexable(texture3d)(float,float,float,float) r2.yzw, r0.xyzx, t1.wxyz, s0, l(0.000000)
    sample_l_indexable(texture3d)(float,float,float,float) r3.xyz, r0.xyzx, t2.xyzw, s0, l(0.000000)
    mad r3.xyz, r3.zxyz, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
    sample_l_indexable(texture3d)(float,float,float,float) r4.xyz, r0.xyzx, t3.xyzw, s0, l(0.000000)
    mad r4.xyz, r4.zxyz, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
    sample_l_indexable(texture3d)(float,float,float,float) r0.xyz, r0.xyzx, t4.xyzw, s0, l(0.000000)
    mad r0.xyz, r0.zxyz, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
    mul r3.xyz, r2.yyyy, r3.xyzx
    mul r4.xyz, r2.zzzz, r4.xyzx
    mul r0.xyz, r2.wwww, r0.xyzx
    mul r2.yzw, r4.xxyz, l(0.000000, 1.02191019, 1.02191019, 1.02191019)
    mad r2.yzw, r3.xxyz, l(0.000000, 0.519615412, 0.519615412, 0.519615412), r2.yyzw
    mad r0.xyz, r0.xyzx, l(0.190525636, 0.190525636, 0.190525636, 0.000000), r2.yzwy
    mul r0.xyz, r0.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
    dp3 r1.w, r0.xyzx, r0.xyzx
    sqrt r1.w, r1.w
    max r1.w, r1.w, l(0.000100)
    div r1.xyz, r0.xyzx, r1.wwww
//not here
    mov r2.x, cb0[8].w
  endif
//potentially still here
  dp3 r0.x, r1.xyzx, r1.xyzx
  lt r0.x, r0.x, l(0.100000)
  movc r1.xyz, r0.xxxx, l(0,0,1.000000,0), r1.xyzx
//or here
  ushr r0.x, r0.w, l(16)
  f16tof32 r0.x, r0.x
  f32tof16 r0.y, r2.x
  f32tof16 r0.x, r0.x
  imad r1.w, r0.x, l(0x00010000), r0.y
  store_uav_typed u0.xyzw, vThreadID.xxxx, r1.xyzw
endif
ret
// Approximately 0 instruction slots used
