//Shadows PS 2. Low.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Wed Jul 12 15:17:00 2023
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 projParams;                 // Index:    0.xyzw           Components:     4
//   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]
//   float4x4 worldToLightProj;         // Index:   17 18 19 20       Components:    16
//   float4 scaleX;                     // Index:   21.xyzw           Components:     4
//   float4 scaleY;                     // Index:   22.xyzw           Components:     4
//   float4 offsetX;                    // Index:   23.xyzw           Components:     4
//   float4 offsetY;                    // Index:   24.xyzw           Components:     4
//   float4 atlasXOffset;               // Index:   25.xyzw           Components:     4
//   float4 atlasYOffset;               // Index:   26.xyzw           Components:     4
//   float4 farPlaneScalePSSM;          // Index:   27.xyzw           Components:     4
//   float4 overDarkPSSM;               // Index:   28.xyzw           Components:     4
//   float2 atlasScalePSSM;             // Index:   29.xy             Components:     2
//   float2 fadeStartLength;            // Index:   29.zw             Components:     2
//   float shadowSoftness;              // Index:   30.x              Components:     1
//   float3 lightDirection;             // Index:   30.yzw            Components:     3
//   float4 lightColor;                 // Index:   31.xyzw           Components:     4
//   float lightBrightness;             // Index:   32.x              Components:     1
//   float4 lightAmbient;               // Index:   33.xyzw           Components:     4 [unused]
//   float3 eyePosWorld;                // Index:   34.xyz            Components:     3 [unused]
//   float3 vEye;                       // Index:   35.xyz            Components:     3 [unused]
//   float4 zNearFarInvNearFar;         // Index:   36.xyzw           Components:     4 [unused]
//   float4 lightMapParams;             // Index:   37.xyzw           Components:     4
//   float4x4 screenToWorld;            // Index:   38 39 40 41       Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// prePassBuffer_sampler_            sampler      NA          NA    0        1
// prePassDepthBuffer_sampler_       sampler      NA          NA    1        1
// ShadowMap_sampler_                sampler      NA          NA    2        1
// gTapRotationTex_sampler_          sampler      NA          NA    4        1
// prePassBufferTex                  texture  float4          2d    0        1
// prePassDepthBufferTex             texture  float4          2d    1        1
// ShadowMapTex                      texture  float4          2d    2        1
// gTapRotationTexTex                texture  float4          2d    4        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   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float
//
//
// 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[42], immediateIndexed
dcl_constantbuffer CB13[44], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s4, 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) t4
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_output o0.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
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.xyz, v1.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
max r0.z, r0.z, l(0.020000)
mul r0.z, r0.z, r0.z
ge r1.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r1.xy, r1.xyxx, l(1.000000,1.000000,0,0), l(-1.000000,-1.000000,0,0)
add r2.xyz, -|r0.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.xy, r1.xyxx, r2.yzyy
add r2.z, -|r0.y|, r2.x
ge r0.w, r2.z, l(0.000000)
movc r2.xy, r0.wwww, r0.xyxx, r1.xyxx
dp3 r0.x, r2.xyzx, r2.xyzx
rsq r0.x, r0.x
mul r0.xyw, r0.xxxx, r2.xyxz
dp3 r1.x, v2.xyzx, v2.xyzx
rsq r1.x, r1.x
mul r1.yzw, r1.xxxx, v2.xxyz
mad r2.xyz, -v2.xyzx, r1.xxxx, -cb0[30].yzwy
dp3 r1.x, r0.xywx, -r1.yzwy
dp3 r1.y, r0.xywx, -cb0[30].yzwy
max r1.xy, r1.xyxx, l(0.000010, 0.000010, 0.000000, 0.000000)
mul r1.z, r1.y, r1.y
mad r1.w, -r0.z, r0.z, l(1.000000)
mul r2.w, r0.z, r0.z
mad r0.z, r0.z, r0.z, l(-1.000000)
mad r1.z, r1.z, r1.w, r2.w
sqrt r1.z, r1.z
mul r1.z, r1.z, r1.x
mul r1.x, r1.x, r1.x
mad r1.x, r1.x, r1.w, r2.w
sqrt r1.x, r1.x
mad r1.x, r1.y, r1.x, r1.z
div r1.z, l(0.500000), r1.x
ge r1.x, l(0.000000), r1.x
movc r1.x, r1.x, l(0), r1.z
dp3 r1.z, r2.xyzx, r2.xyzx
rsq r1.z, r1.z
mul r2.xyz, r1.zzzz, r2.xyzx
dp3 r0.x, r0.xywx, r2.xyzx
max r0.x, r0.x, l(0.000010)
mul r0.x, r0.x, r0.x
mad r0.x, r0.x, r0.z, l(1.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, l(3.14159274)
div r0.x, r2.w, r0.x
mul r0.x, r1.x, r0.x
mad r0.yz, v1.xxyx, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
mul r0.yz, r0.yyzy, l(0.000000, 1.000000, -1.000000, 0.000000)

mul r12.xyzw, r0.zzzz, cb0[39].xyzw
mad r12.xyzw, cb0[38].xyzw, r0.yyyy, r12.xyzw
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r10.y, v1.xyxx, t1.yxzw, s1, l(0.000000)
mad r12.xyzw, cb0[40].xyzw, r10.yyyy, r12.xyzw
add r10.y, r10.y, -cb0[0].z
div r10.y, cb0[0].w, r10.y
add r10.y, r10.y, -cb0[29].z
mul_sat r10.y, r10.y, cb0[29].w
add r12.xyzw, r12.xyzw, cb0[41].xyzw

mad r26.x, r25.y, r12.w, l(-1.0)
mad r0.y, r25.x, r26.x, r0.y

mul r2.xyzw, r0.zzzz, cb0[39].xyzw
mad r2.xyzw, cb0[38].xyzw, r0.yyyy, r2.xyzw
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.y, v1.xyxx, t1.yxzw, s1, l(0.000000)
mad r2.xyzw, cb0[40].xyzw, r0.yyyy, r2.xyzw
add r0.y, r0.y, -cb0[0].z
div r0.y, cb0[0].w, r0.y
add r0.y, r0.y, -cb0[29].z
mul_sat r0.y, r0.y, cb0[29].w
add r2.xyzw, r2.xyzw, cb0[41].xyzw
div r1.xzw, r2.xxyz, r2.wwww
mul r2.xyzw, r1.zzzz, cb0[18].xyzw
mad r2.xyzw, cb0[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb0[19].xyzw, r1.wwww, r2.xyzw
add r2.xyzw, r2.xyzw, cb0[20].xyzw
div r0.zw, r2.xxxy, r2.wwww
mad r1.xzw, r0.zzzz, cb0[21].xxyz, cb0[23].xxyz
lt r3.xyz, l(-0.990000, -0.990000, -0.990000, 0.000000), r1.xzwx
lt r1.xzw, r1.xxzw, l(0.990000, 0.000000, 0.990000, 0.990000)
and r1.xzw, r1.xxzw, r3.xxyz
mad r3.xyz, r0.wwww, cb0[22].xyzx, cb0[24].xyzx
lt r4.xyz, l(-0.990000, -0.990000, -0.990000, 0.000000), r3.xyzx
lt r3.xyz, r3.xyzx, l(0.990000, 0.990000, 0.990000, 0.000000)
and r1.xzw, r1.xxzw, r4.xxyz
and r1.xzw, r3.xxyz, r1.xxzw
add r2.x, -r2.z, r2.w
div r2.x, r2.x, r2.w
mul r2.yzw, r2.xxxx, cb0[27].xxyz
lt r2.yzw, r2.yyzw, l(0.000000, 1.000000, 1.000000, 1.000000)
and r1.xzw, r1.xxzw, r2.yyzw
movc r3.xyzw, r1.wwww, l(0,0,1.000000,0), l(0,0,0,1.000000)
movc r3.xyzw, r1.zzzz, l(0,1.000000,0,0), r3.xyzw
movc r3.xyzw, r1.xxxx, l(1.000000,0,0,0), r3.xyzw
dp4 r4.x, r3.xyzw, cb0[21].xyzw
dp4 r4.y, r3.xyzw, cb0[22].xyzw
dp4 r5.x, r3.xyzw, cb0[23].xyzw
dp4 r5.y, r3.xyzw, cb0[24].xyzw
mad r0.zw, r0.zzzw, r4.xxxy, r5.xxxy
mad r4.xy, r0.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
add r4.z, -r4.y, l(1.000000)
dp4 r5.x, r3.xyzw, cb0[25].xyzw
dp4 r5.y, r3.xyzw, cb0[26].xyzw
mad r0.zw, r4.xxxz, cb0[29].xxxy, r5.xxxy
dp4 r1.x, cb0[27].xyzw, r3.xyzw
dp4 r1.z, r3.xyzw, cb0[28].xyzw
mul r1.w, r1.x, cb0[30].x
mul_sat r1.x, r1.x, r2.x
mul r2.xy, v1.xyxx, l(16.000000, 16.000000, 0.000000, 0.000000)
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.xy, r2.xyxx, t4.xyzw, s4, l(0.000000)
add r2.xy, r2.yxyy, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r2.zw, r2.yyyy, l(0.000000, 0.000000, 1.918618, -1.747848)
mad r2.zw, r2.xxxx, l(0.000000, 0.000000, 1.785666, -1.882716), -r2.zzzw
mul r3.xy, r1.wwww, r2.zwzz
dp2 r2.z, r2.xyxx, l(-1.747848, -1.882716, 0.000000, 0.000000)
mul r3.w, r1.w, r2.z
add r2.zw, r0.zzzw, r3.yyyw
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.z, r2.zwzz, t2.yzxw, s2, l(0.000000)
add r2.z, -r1.x, -r2.z
add r2.z, r2.z, l(1.000000)
mul r2.z, r1.z, r2.z
mul r2.z, r2.z, l(1.442695)
exp r2.z, r2.z
min r2.z, r2.z, l(1.000000)
mul r2.z, r2.z, l(0.200000)
dp2 r2.w, r2.xyxx, l(1.918618, 1.785666, 0.000000, 0.000000)
mul r3.z, r1.w, r2.w
add r3.xy, r0.zwzz, r3.xzxx
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.w, r3.xyxx, t2.yzwx, s2, l(0.000000)
add r2.w, -r2.w, l(1.000000)
add r2.w, -r1.x, r2.w
mul r2.w, r1.z, r2.w
mul r2.w, r2.w, l(1.442695)
exp r2.w, r2.w
min r2.w, r2.w, l(1.000000)
mad r2.z, r2.w, l(0.200000), r2.z
mul r3.xy, r2.yyyy, l(0.668824, -1.359210, 0.000000, 0.000000)
mad r3.xy, r2.xxxx, l(-0.520366, 0.697352, 0.000000, 0.000000), -r3.xyxx
mul r3.xy, r1.wwww, r3.xyxx
dp2 r2.w, r2.xyxx, l(0.668824, -0.520366, 0.000000, 0.000000)
mul r3.z, r1.w, r2.w
add r3.xz, r0.zzwz, r3.xxzx
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.w, r3.xzxx, t2.yzwx, s2, l(0.000000)
add r2.w, -r1.x, -r2.w
add r2.w, r2.w, l(1.000000)
mul r2.w, r1.z, r2.w
mul r2.w, r2.w, l(1.442695)
exp r2.w, r2.w
min r2.w, r2.w, l(1.000000)
mad r2.z, r2.w, l(0.200000), r2.z
dp2 r2.w, r2.xyxx, l(-1.359210, 0.697352, 0.000000, 0.000000)
mul r3.w, r1.w, r2.w
add r3.xy, r0.zwzz, r3.ywyy
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.w, r3.xyxx, t2.yzwx, s2, l(0.000000)
add r2.w, -r1.x, -r2.w
add r2.w, r2.w, l(1.000000)
mul r2.w, r1.z, r2.w
mul r2.w, r2.w, l(1.442695)
exp r2.w, r2.w
min r2.w, r2.w, l(1.000000)
mad r2.z, r2.w, l(0.200000), r2.z
mul r2.w, r2.y, l(-0.781274)
mad r2.w, r2.x, l(-1.139004), -r2.w
dp2 r2.x, r2.xyxx, l(-0.781274, -1.139004, 0.000000, 0.000000)
mul r2.y, r1.w, r2.x
mul r2.x, r1.w, r2.w
add r0.zw, r0.zzzw, r2.xxxy
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.z, r0.zwzz, t2.yzxw, s2, l(0.000000)
add r0.z, -r0.z, -r1.x
add r0.z, r0.z, l(1.000000)
mul r0.z, r0.z, r1.z
mul r0.z, r0.z, l(1.442695)
exp r0.z, r0.z
min r0.z, r0.z, l(1.000000)
mad r0.z, r0.z, l(0.200000), r2.z
add r0.w, -r0.z, l(1.000000)
mad r0.y, r0.y, r0.w, r0.z
mul r0.y, r0.y, r1.y
min r0.y, r0.y, l(1.000000)
mul r0.y, r0.y, cb0[32].x
mul_sat o0.w, r0.y, r0.x
mul r0.xzw, cb0[31].xxyz, cb0[37].xxyz
mul o0.xyz, r0.yyyy, r0.xzwx
ret
// Approximately 170 instruction slots used
