//Lighting PS 7.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Wed Jul 12 18:59:52 2023
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 projParams;                 // Index:    0.xyzw           Components:     4 [unused]
//   float4 inLightPos[3];              // Index:    1 2 3            Components:    12 [unused]
//   float4 inLightInvRadiusSq;         // Index:    4.xyzw           Components:     4 [unused]
//   float4 inLightColor[4];            // Index:    5 6 7 8          Components:    16 [unused]
//   float4 inLightSpotDir[3];          // Index:    9 10 11          Components:    12 [unused]
//   float4 inLightSpotAngle;           // Index:   12.xyzw           Components:     4 [unused]
//   float4 inLightSpotFalloff;         // Index:   13.xyzw           Components:     4 [unused]
//   float4 ambient;                    // Index:   14.xyzw           Components:     4 [unused]
//   float roughness;                   // Index:   15.x              Components:     1 [unused]
//   float4 specularColor;              // Index:   16.xyzw           Components:     4 [unused]
//   float4 rtParams0;                  // Index:   17.xyzw           Components:     4
//   float3 lightPosition;              // Index:   18.xyz            Components:     3
//   float4 lightColor;                 // Index:   19.xyzw           Components:     4
//   float lightBrightness;             // Index:   20.x              Components:     1
//   float lightRange;                  // Index:   20.y              Components:     1
//   float2 lightAttenuation;           // Index:   20.zw             Components:     2
//   float4 lightMapParams;             // Index:   21.xyzw           Components:     4
//   float3 eyePosWorld;                // Index:   22.xyz            Components:     3 [unused]
//   float3 vEye;                       // Index:   23.xyz            Components:     3 [unused]
//   float3x3 worldToLightProj;         // Index:   24-26.z           Components:    11 [unused]
//   float4 lightParams;                // Index:   27.xyzw           Components:     4 [unused]
//   float shadowSoftness;              // Index:   28.x              Components:     1 [unused]
//   float4x4 screenToWorld;            // Index:   29 30 31 32       Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// prePassBuffer_sampler_            sampler      NA          NA    0        1
// prePassDepthBuffer_sampler_       sampler      NA          NA    1        1
// prePassBufferTex                  texture  float4          2d    0        1
// prePassDepthBufferTex             texture  float4          2d    1        1
// prePassBuffer1Tex                 texture  float4          2d    5        1
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyz
// TEXCOORD                 1   xyzw        2     NONE   float   xy w
// TEXCOORD                 2   xyzw        3     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[33], immediateIndexed
dcl_constantbuffer CB13[44], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, 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) t5
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xyw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_temps 29
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw
div r0.xy, v2.xyxx, v2.wwww
add r0.xy, r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r0.x, r0.x, cb0[17].z
mad r0.y, -r0.y, l(0.500000), l(1.000000)
mul r1.y, r0.y, cb0[17].w
mul r1.x, r0.x, l(0.500000)
add r0.xy, r1.xyxx, cb0[17].xyxx
mad r0.zw, r0.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 1.000000, -1.000000)

mul r11.xyzw, r0.wwww, cb0[30].xyzw
mad r11.xyzw, cb0[29].xyzw, r0.zzzz, r11.xyzw
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r10.z, r0.xyxx, t1.yzxw, s1, l(0.000000)
mad r11.xyzw, cb0[31].xyzw, r10.zzzz, r11.xyzw
add r11.xyzw, r11.xyzw, cb0[32].xyzw

mad r26.x, r25.y, r11.w, l(-1.0)
mad r0.z, r25.x, r26.x, r0.z

mul r1.xyzw, r0.wwww, cb0[30].xyzw
mad r1.xyzw, cb0[29].xyzw, r0.zzzz, r1.xyzw
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.z, r0.xyxx, t1.yzxw, s1, l(0.000000)
mad r1.xyzw, cb0[31].xyzw, r0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[32].xyzw
div r1.xyz, r1.xyzx, r1.wwww
add r1.xyz, -r1.xyzx, cb0[18].xyzx
dp3 r2.y, r1.xyzx, r1.xyzx
sqrt r2.x, r2.y
dp2 r0.z, cb0[20].zwzz, r2.xyxx
add r0.zw, -r0.zzzz, l(0.000000, 0.000000, 1.000000, 0.999999)
add r1.w, -r2.x, cb0[20].y
div r1.xyz, r1.xyzx, r2.xxxx
lt r1.w, r1.w, l(0.000000)
discard_nz r1.w
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
dp3 r0.w, v1.xyzx, v1.xyzx
rsq r0.w, r0.w
mad r2.xyz, -v1.xyzx, r0.wwww, r1.xyzx
mul r3.xyz, r0.wwww, v1.xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
dp3 r0.w, -r3.xyzx, r2.xyzx
max r0.w, r0.w, l(0.000010)
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
mul r1.w, r0.w, r0.w
mul r1.w, r1.w, r1.w
mul r0.w, r0.w, r1.w
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r4.xyz, r0.xyxx, t5.xyzw, s1, l(0.000000)
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r5.xyz, r0.xyxx, t0.xyzw, s0, l(0.000000)
max r0.x, r4.y, r4.x
max r0.x, r4.z, r0.x
mul_sat r0.x, r0.x, l(50.000000)
add r6.xyz, -r4.xyzx, r0.xxxx
mad r0.xyw, r6.xyxz, r0.wwww, r4.xyxz
mad r4.xy, r5.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
max r1.w, r5.z, l(0.020000)
mul r1.w, r1.w, r1.w
ge r4.zw, r4.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r4.zw, r4.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000)
add r5.xyz, -|r4.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r4.zw, r4.zzzw, r5.yyyz
add r5.z, -|r4.y|, r5.x
ge r2.w, r5.z, l(0.000000)
movc r5.xy, r2.wwww, r4.xyxx, r4.zwzz
dp3 r2.w, r5.xyzx, r5.xyzx
rsq r2.w, r2.w
mul r4.xyz, r2.wwww, r5.xyzx
dp3 r2.x, r4.xyzx, r2.xyzx
max r2.x, r2.x, l(0.000010)
mul r2.x, r2.x, r2.x
mad r2.y, r1.w, r1.w, l(-1.000000)
mad r2.x, r2.x, r2.y, l(1.000000)
mul r2.x, r2.x, r2.x
mul r2.x, r2.x, l(3.14159274)
mul r2.y, r1.w, r1.w
mad r1.w, -r1.w, r1.w, l(1.000000)
div r2.x, r2.y, r2.x
mul r0.xyw, r0.xyxw, r2.xxxx
dp3 r2.z, r4.xyzx, -r3.xyzx
dp3 r1.x, r1.xyzx, r4.xyzx
max r1.y, r2.z, l(0.000010)
max r1.z, r1.x, l(0.000010)
mov_sat r1.x, r1.x
mul_sat r0.z, r0.z, r1.x
mul r3.w, r0.z, cb0[20].x
mul r0.z, r1.z, r1.z
mad r0.z, r0.z, r1.w, r2.y
sqrt r0.z, r0.z
mul r0.z, r0.z, r1.y
mul r1.x, r1.y, r1.y
mad r1.x, r1.x, r1.w, r2.y
sqrt r1.x, r1.x
mad r0.z, r1.z, r1.x, r0.z
div r1.x, l(0.500000), r0.z
ge r0.z, l(0.000000), r0.z
movc r0.z, r0.z, l(0), r1.x
mul r1.xyz, r0.zzzz, r0.xywx
mul r1.w, r0.z, r2.x
mul_sat r0.xyzw, r3.wwww, r1.xyzw
mov r1.w, l(1.000000)
mul r1.xyz, cb0[19].xyzx, cb0[21].xyzx
mul r0.xyzw, r0.xyzw, r1.xyzw
mov r3.xyz, r1.xyzx
mul r1.xyzw, r0.xyzw, cb0[20].xxxx
lt r2.x, cb0[21].w, l(0.000000)
movc r0.xyzw, r2.xxxx, r1.xyzw, r0.xyzw
movc r1.xyzw, r2.xxxx, l(1.000000,1.000000,1.000000,1.000000), r3.xyzw
mul o0.xyz, r1.wwww, r1.xyzx
mov o0.w, r0.w
mov o1.xyz, r0.xyzx
mov o1.w, l(0)
ret
// Approximately 105 instruction slots used
