// ---- Created with 3Dmigoto v1.3.16 on Tue Sep 17 20:45:48 2019
Texture2D<float4> t2 : register(t2);

Texture3D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[8];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[200];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
#include <matrix.hlsl>

void main(
  float4 v0 : TEXCOORD0,
  float3 v1 : TEXCOORD1,
  float4 v2 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);

  r0.x = t0.SampleLevel(s1_s, v0.xy, 0).x;

  r0.y = cmp(r0.x >= 0.875);
  r0.z = r0.x * 8 + -7;
  r0.x = r0.y ? r0.z : r0.x;
  r0.y = r0.x * cb0[65].x + cb0[65].y;
  r0.x = r0.x * cb0[65].z + -cb0[65].w;

  r0.x = 1 / r0.x;
  r0.x = r0.y + r0.x;
// v2.x -= stereo.x * (r0.x - stereo.y) * params.w;

  r0.yzw = v1.xyz * r0.xxx;
  r1.x = dot(r0.yzw, r0.yzw);
  r1.y = sqrt(r1.x);
  r0.y = dot(r0.yzw, cb0[60].xyz);
  r0.y = r1.y / r0.y;
  r0.y = cb0[199].z * r0.y;
  r0.y = max(0, r0.y);
  r0.z = rsqrt(r1.x);
  r1.x = r1.x * r0.z;
  r0.y = max(cb1[0].w, r0.y);
  r1.y = cmp(0 < r0.y);
  r1.z = cmp(asint(cb1[7].z) == 1);
  r1.w = cb1[7].w + cb0[68].z;
  r1.z = r1.z ? r1.w : cb1[2].y;
  r1.w = r0.y * r0.z;
  r2.x = r1.w * r0.w;
  r1.w = r1.w * r0.w + cb0[68].z;
  r2.x = v1.z * r0.x + -r2.x;
  r0.y = -r0.y * r0.z + 1;
  r0.y = r0.y * r1.x;
  r0.z = r1.w + -r1.z;
  r0.z = cb1[0].y * r0.z;
  r0.z = max(-127, r0.z);
  r0.z = exp2(-r0.z);
  r0.z = cb1[2].x * r0.z;
  r0.z = r1.y ? r0.z : cb1[0].x;
  r0.y = r1.y ? r0.y : r1.x;
  r0.w = r1.y ? r2.x : r0.w;
  r0.w = cb1[0].y * r0.w;
  r0.w = max(-127, r0.w);
  r1.y = exp2(-r0.w);
  r1.y = 1 + -r1.y;
  r1.y = r1.y / r0.w;
  r1.z = -r0.w * 0.240226507 + 0.693147182;
  r0.w = cmp(0.00999999978 < abs(r0.w));
  r0.w = r0.w ? r1.y : r1.z;
  r0.z = r0.z * r0.w;
  r0.y = r0.z * r0.y;
  r0.y = exp2(-r0.y);
  r0.y = min(1, r0.y);
  r0.y = max(cb1[1].w, r0.y);
  r0.z = cmp(0 < cb1[2].w);
  r0.w = cmp(cb1[2].w < r1.x);
  r0.z = r0.w ? r0.z : 0;
  r0.y = r0.z ? 1 : r0.y;
  r0.z = 1 + -r0.y;
  r1.xyz = cb1[1].xyz * r0.zzz;
  r0.z = cmp(0 < cb1[7].y);
  if (r0.z != 0) {
    r0.x = r0.x * cb0[198].x + cb0[198].y;
    r0.x = log2(r0.x);
    r0.x = cb0[198].z * r0.x;
    r2.z = cb0[197].z * r0.x;
    r0.xz = -cb0[138].xy + v2.xy;
    r2.xy = cb0[199].xy * r0.xz;
// r2.x += stereo.x * (r2.z - stereo.y)/150 * params.w;
    r2.xyzw = t1.SampleLevel(s0_s, r2.xyz, 0).xyzw;
  } else {
    r2.xyzw = float4(0,0,0,1);
  }
  r0.xzw = r1.xyz * r2.www + r2.xyz;
  o0.w = r2.w * r0.y;
  r0.y = t2.Sample(s2_s, v0.xy).x;
  o0.xyz = r0.xzw * r0.yyy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Tue Sep 17 20:45:48 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 3
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
  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

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