// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Thu Oct 17 18:33:03 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 2   xyzw        1     NONE   float      w
// TEXCOORD                 3   xyzw        2     NONE   float   xy
// SV_IsFrontFace           0   x           3    FFACE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_DepthLessEqual        0    N/A oDepthLE  DEPTHLE   float    YES
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[154], immediateIndexed
dcl_constantbuffer CB1[8], immediateIndexed
dcl_constantbuffer CB2[17], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps_siv linear noperspective centroid v0.xyzw, position
dcl_input_ps linear v1.w
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_output oDepthLE
dcl_temps 31
dcl_resource_buffer (float,float,float,float) t125
ld_indexable(buffer)(float,float,float,float) r11.xyzw, l(0, 0, 0, 0), t125.xyzw
mov r12.xy, v0.xyxx
mul r13.xyzw, v0.yyyy, cb0[49].xyzw
mad r13.xyzw, r12.xxxx, cb0[48].xyzw, r13.xyzw
mad r13.xyzw, v0.zzzz, cb0[50].xyzw, r13.xyzw
add r13.xyzw, r13.xyzw, cb0[51].xyzw
mul r14.x, l(0.500000), cb0[129].x
mad r14.y, r13.w, r11.y, l(-1.000000)
mul r14.y, r14.y, r14.x
mad r12.x, r11.x, r14.y, r12.x
add r20.xy, r12.xyxx, -cb0[128].xyxx
add r0.xy, r12.xyxx, -cb0[128].xyxx
mad r0.zw, r0.xxxy, cb0[129].zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r1.xy, r0.zwzz, l(2.000000, -2.000000, 0.000000, 0.000000)
mov [precise(z)] r1.z, v0.z
mov [precise(w)] r1.w, l(1.000000)
mul [precise(zw)] r1.xyzw, r1.xyzw, v0.wwww
div r0.zw, r1.xxxy, r1.wwww
add r0.zw, r0.zzzw, -cb1[7].xxxy
mad r0.zw, r0.zzzw, cb1[7].zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
mul r0.zw, r0.zzzw, cb2[2].yyyy
sample_b_indexable(texture2d)(float,float,float,float) r1.x, v2.xyxx, t0.xyzw, s0, cb0[144].x
mul r1.y, cb0[143].y, cb2[4].w
frc r2.x, r1.y
mul r1.y, cb0[143].y, cb2[5].x
frc r2.y, r1.y
mul r2.zw, r0.zzzw, cb2[6].xxxy
mad r2.xy, r2.zwzz, cb2[3].wwww, r2.xyxx
sample_b_indexable(texture2d)(float,float,float,float) r1.y, r2.xyxx, t1.yxzw, s1, cb0[144].x
mul r2.xy, cb0[143].yyyy, cb2[7].zwzz
frc r2.xy, r2.xyxx
mad r2.xy, r2.zwzz, cb2[3].wwww, r2.xyxx
sample_b_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t1.xyzw, s1, cb0[144].x
add r1.y, r1.y, r2.x
mul r2.x, v1.w, cb2[8].x
mul r1.y, r1.y, r2.x
lt [precise(x)] r2.x, cb0[35].w, l(1.000000)
mul [precise(yz)] r2.yz, r1.zzzz, cb0[71].xxzx
add [precise(y)] r2.y, r2.y, cb0[71].y
add [precise(z)] r2.z, r2.z, -cb0[71].w
div [precise(z)] r2.z, l(1.000000, 1.000000, 1.000000, 1.000000), r2.z
add [precise(y)] r2.y, r2.z, r2.y
movc [precise(x)] r2.x, r2.x, r1.w, r2.y
mul r2.y, r2.x, l(0.100000)
mul_sat r2.y, r2.y, cb2[8].z
mul r1.y, r1.y, r2.y
sample_b_indexable(texture2d)(float,float,float,float) r1.y, r1.yyyy, t2.yxzw, s2, cb0[144].x
mul r1.y, r1.y, r1.x
mul r2.zw, cb0[143].yyyy, cb2[10].zzzw
frc r2.zw, r2.zzzw
mul r0.zw, r0.zzzw, cb2[11].zzzw
mad r2.zw, r0.zzzw, cb2[3].wwww, r2.zzzw
sample_b_indexable(texture2d)(float,float,float,float) r2.z, r2.zwzz, t3.yzxw, s3, cb0[144].x
mul r3.xy, cb0[143].yyyy, cb2[13].xyxx
frc r3.xy, r3.xyxx
mad r0.zw, r0.zzzw, cb2[3].wwww, r3.xxxy
sample_b_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t3.xzyw, s3, cb0[144].x
add r0.z, r0.z, r2.z
mul r0.w, v1.w, cb2[13].z
mul r0.z, r0.w, r0.z
mul r0.z, r2.y, r0.z
sample_b_indexable(texture2d)(float,float,float,float) r0.z, r0.zzzz, t0.yzxw, s0, cb0[144].x
mad r0.z, r0.z, r1.x, r1.y
ge r0.w, l(0.000000), r0.z
log r1.x, r0.z
mul r1.x, r1.x, cb2[13].w
exp r1.x, r1.x
round_pi r1.x, r1.x
mul r1.y, r0.z, v1.w
add r2.y, -v1.w, l(1.000000)
mul r1.x, r1.x, r2.y
movc r0.w, r0.w, l(0), r1.x
add r0.w, r0.w, v1.w
mad r0.z, -r0.z, v1.w, l(0.080000)
lt r0.z, l(0.000010), |r0.z|
ge r1.x, l(0.080000), r1.y
movc r0.w, r1.x, l(0), r0.w
and r0.z, r0.w, r0.z
add r0.w, r2.x, -cb2[15].x
mul_sat r0.w, r0.w, cb2[15].z
add r0.xy, r0.xyxx, cb0[153].xxxx
ftou r0.xy, r0.xyxx
ishl r0.y, r0.y, l(1)
iadd r0.x, r0.y, r0.x
udiv null, r0.x, r0.x, l(5)
utof r0.x, r0.x
mad r0.x, r0.x, l(0.166666672), r0.w
add r0.x, r0.x, l(-0.500000)
mul r0.x, r0.x, r0.z
if_z cb0[145].z
  add [precise(y)] r0.y, r1.w, cb2[16].y
  div [precise(y)] r0.y, r1.z, r0.y
  min [precise(x)] oDepthLE, r0.y, v0.z
else
  mov oDepthLE, v0.z
endif
mad r0.x, r0.x, cb2[15].w, l(-0.333300)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used
