// Volumetric Lighting (?)
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);


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);
// v0.x += stereo.x * params.w / 2;

  r0.x = t0.SampleLevel(s1_s, v0.xy, 0).x;
// r0.x += stereo.x * params.w / 2;
  r0.y = cmp(r0.x >= 0.875);
  r0.z = r0.x * 8 + -7;
  r0.x = r0.y ? r0.z : r0.x;
// r0.x += stereo.x * params.w / 10;
// float tmp = cb0[65].z;
// tmp += stereo.x * params.w / 2;
  r0.y = r0.x * cb0[65].x + cb0[65].y;
  r0.x = r0.x * cb0[65].z + -cb0[65].w;
// r0.x += stereo.x * params.w / 2;
  r0.x = 1 / r0.x;
  r0.x = r0.y + r0.x;
// r0.x += stereo.x * params.w / 2;
  r0.yzw = v1.xyz * r0.xxx;

  r1.x = dot(r0.yzw, r0.yzw);
  r1.y = sqrt(r1.x);
  r1.z = dot(r0.yzw, cb0[60].xyz);
  r1.y = r1.y / r1.z;
  r1.y = cb0[199].z * r1.y;
  r1.y = max(0, r1.y);
  r1.z = rsqrt(r1.x);
  r1.x = r1.x * r1.z;
  r2.xyz = r1.zzz * r0.yzw;
  r0.y = max(cb1[0].w, r1.y);
  r0.z = cmp(0 < r0.y);
  r1.y = cmp(asint(cb1[7].z) == 1);
  r1.w = cb1[7].w + cb0[68].z;
  r1.y = r1.y ? r1.w : cb1[2].y;
  r1.w = r0.y * r1.z;
  r2.w = r1.w * r0.w;
  r1.w = r1.w * r0.w + cb0[68].z;
  r2.w = v1.z * r0.x + -r2.w;
  r0.y = -r0.y * r1.z + 1;
  r0.y = r0.y * r1.x;
  r1.y = r1.w + -r1.y;
  r1.y = cb1[0].y * r1.y;
  r1.y = max(-127, r1.y);
  r1.y = exp2(-r1.y);
  r1.y = cb1[2].x * r1.y;
  r1.y = r0.z ? r1.y : cb1[0].x;
  r0.y = r0.z ? r0.y : r1.x;
  r0.z = r0.z ? r2.w : r0.w;
  r0.z = cb1[0].y * r0.z;
  r0.z = max(-127, r0.z);
  r0.w = exp2(-r0.z);
  r0.w = 1 + -r0.w;
  r0.w = r0.w / r0.z;
  r1.z = -r0.z * 0.240226507 + 0.693147182;
  r0.z = cmp(0.00999999978 < abs(r0.z));
  r0.z = r0.z ? r0.w : r1.z;
  r0.z = r1.y * r0.z;
  r0.w = r0.z * r0.y;
  r1.y = cmp(0 < cb1[5].w);
  r1.z = cmp(cb1[2].z == 0.000000);
  r1.y = r1.z ? r1.y : 0;
  r1.z = saturate(dot(r2.xyz, cb1[5].xyz));
  r1.z = log2(r1.z);
  r1.z = cb1[6].w * r1.z;
  r1.z = exp2(r1.z);
  r2.xyz = cb1[6].xyz * r1.zzz;
  r0.y = -cb1[7].x + r0.y;
  r0.y = max(0, r0.y);
  r0.y = r0.z * r0.y;
  r0.y = exp2(-r0.y);
  r0.y = min(1, r0.y);
  r0.y = 1 + -r0.y;
  r2.xyz = r2.xyz * r0.yyy;
  r2.xyz = r1.yyy ? r2.xyz : 0;
  r0.y = exp2(-r0.w);
  r0.y = min(1, r0.y);
  r2.w = max(cb1[1].w, r0.y);
  r0.y = cmp(0 < cb1[2].w);
  r0.z = cmp(cb1[2].w < r1.x);
  r0.y = r0.z ? r0.y : 0;
  r1.xyzw = r0.yyyy ? float4(0,0,0,1) : r2.xyzw;
  r0.y = 1 + -r1.w;
  r0.yzw = cb1[1].xyz * r0.yyy + r1.xyz;
  r1.x = cmp(0 < cb1[7].y);
  if (r1.x != 0) {
    r0.x = r0.x * cb0[198].x + cb0[198].y;
	
    r0.x = log2(r0.x);
    r0.x = cb0[198].z * r0.x;
    r1.z = cb0[197].z * r0.x;
    r2.xy = -cb0[138].xy + v2.xy;
// r2.x += stereo.x * params.w / 2;
    r1.xy = cb0[199].xy * r2.xy;
// r1.x -= stereo.x / 2 * params.w;
    r2.xyzw = t1.SampleLevel(s0_s, r1.xyz, 0).xyzw;
  } else {
    r2.xyzw = float4(0,0,0,1);
  }
  r0.xyz = r0.yzw * r2.www + r2.xyz;
  o0.w = r2.w * r1.w;
v0.x += stereo.x * params.w / 2;
  r0.w = t2.Sample(s2_s, v0.xy).x;
  o0.xyz = r0.xyz * r0.www;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Sep 15 21:56:31 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 r1.z, r0.yzwy, cb0[60].xyzx
div r1.y, r1.y, r1.z
mul r1.y, r1.y, cb0[199].z
max r1.y, r1.y, l(0.000000)
rsq r1.z, r1.x
mul r1.x, r1.z, r1.x
mul r2.xyz, r0.yzwy, r1.zzzz
max r0.y, r1.y, cb1[0].w
lt r0.z, l(0.000000), r0.y
ieq r1.y, cb1[7].z, l(1)
add r1.w, cb0[68].z, cb1[7].w
movc r1.y, r1.y, r1.w, cb1[2].y
mul r1.w, r1.z, r0.y
mul r2.w, r0.w, r1.w
mad r1.w, r1.w, r0.w, cb0[68].z
mad r2.w, v1.z, r0.x, -r2.w
mad r0.y, -r0.y, r1.z, l(1.000000)
mul r0.y, r1.x, r0.y
add r1.y, -r1.y, r1.w
mul r1.y, r1.y, cb1[0].y
max r1.y, r1.y, l(-127.000000)
exp r1.y, -r1.y
mul r1.y, r1.y, cb1[2].x
movc r1.y, r0.z, r1.y, cb1[0].x
movc r0.y, r0.z, r0.y, r1.x
movc r0.z, r0.z, r2.w, r0.w
mul r0.z, r0.z, cb1[0].y
max r0.z, r0.z, l(-127.000000)
exp r0.w, -r0.z
add r0.w, -r0.w, l(1.000000)
div r0.w, r0.w, r0.z
mad r1.z, -r0.z, l(0.240226507), l(0.693147182)
lt r0.z, l(0.010000), |r0.z|
movc r0.z, r0.z, r0.w, r1.z
mul r0.z, r0.z, r1.y
mul r0.w, r0.y, r0.z
lt r1.y, l(0.000000), cb1[5].w
eq r1.z, cb1[2].z, l(0.000000)
and r1.y, r1.z, r1.y
dp3_sat r1.z, r2.xyzx, cb1[5].xyzx
log r1.z, r1.z
mul r1.z, r1.z, cb1[6].w
exp r1.z, r1.z
mul r2.xyz, r1.zzzz, cb1[6].xyzx
add r0.y, r0.y, -cb1[7].x
max r0.y, r0.y, l(0.000000)
mul r0.y, r0.y, r0.z
exp r0.y, -r0.y
min r0.y, r0.y, l(1.000000)
add r0.y, -r0.y, l(1.000000)
mul r2.xyz, r0.yyyy, r2.xyzx
and r2.xyz, r1.yyyy, r2.xyzx
exp r0.y, -r0.w
min r0.y, r0.y, l(1.000000)
max r2.w, r0.y, cb1[1].w
lt r0.y, l(0.000000), cb1[2].w
lt r0.z, cb1[2].w, r1.x
and r0.y, r0.z, r0.y
movc r1.xyzw, r0.yyyy, l(0,0,0,1.000000), r2.xyzw
add r0.y, -r1.w, l(1.000000)
mad r0.yzw, cb1[1].xxyz, r0.yyyy, r1.xxyz
lt r1.x, l(0.000000), cb1[7].y
if_nz r1.x
  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 r1.z, r0.x, cb0[197].z
  add r2.xy, v2.xyxx, -cb0[138].xyxx
  mul r1.xy, r2.xyxx, cb0[199].xyxx
  sample_l_indexable(texture3d)(float,float,float,float) r2.xyzw, r1.xyzx, t1.xyzw, s0, l(0.000000)
else
  mov r2.xyzw, l(0,0,0,1.000000)
endif
mad r0.xyz, r0.yzwy, r2.wwww, r2.xyzx
mul o0.w, r1.w, r2.w
sample_indexable(texture2d)(float,float,float,float) r0.w, v0.xyxx, t2.yzwx, s2
mul o0.xyz, r0.wwww, r0.xyzx
ret
// Approximately 0 instruction slots used

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