//Underwater fog PS. December 2023 update.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Jan  7 01:18:11 2024
//
//
// Buffer Definitions:
//
// cbuffer perDraw
// {
//
//   float3 eyePosWorld;                // Index:    0.xyz            Components:     3
//   float3 ambientColor;               // Index:    1.xyz            Components:     3
//   float4 waterColor;                 // Index:    2.xyzw           Components:     4
//   float4 waterFogData;               // Index:    3.xyzw           Components:     4
//   float4 waterFogPlane;              // Index:    4.xyzw           Components:     4
//   float2 nearFar;                    // Index:    5.xy             Components:     2
//   float waterDepthGradMax;           // Index:    5.z              Components:     1
//   float4 rtParams0;                  // Index:    6.xyzw           Components:     4 [unused]
//   float4 rtParams1;                  // Index:    7.xyzw           Components:     4 [unused]
//   float4 rtParams2;                  // Index:    8.xyzw           Components:     4 [unused]
//   float4 rtParams3;                  // Index:    9.xyzw           Components:     4 [unused]
//   float4 projParams;                 // Index:   10.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// prepassDepthTex_sampler_          sampler      NA          NA    1        1
// backbuffer_sampler_               sampler      NA          NA    2        1
// waterDepthGradMap_sampler_        sampler      NA          NA    3        1
// prepassDepthTexTex                texture  float4          2d    1        1
// backbufferTex                     texture  float4          2d    2        1
// waterDepthGradMapTex              texture  float4          1d    3        1
// perDraw                           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     zw        1     NONE   float
// TEXCOORD                 2   xy          2     NONE   float
// TEXCOORD                 3     zw        2     NONE   float
// TEXCOORD                 4   xyz         3     NONE   float   xyz
//
//
// 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[11], immediateIndexed
dcl_constantbuffer CB13[40], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture1d (float,float,float,float) t3
dcl_input_ps linear v1.xy
dcl_input_ps linear v3.xyz
dcl_output o0.xyzw
dcl_temps 31
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.x, v1.xyxx, t1.xyzw, s1, l(0.000000)
add r0.x, r0.x, -cb0[10].z
div r0.x, cb0[10].w, r0.x

mov r10.x, r0.x

div r0.x, r0.x, cb0[10].y
mul r0.x, r0.x, cb0[5].y
dp3 r0.y, v3.xyzx, v3.xyzx
rsq r0.y, r0.y
mul r0.yzw, r0.yyyy, v3.xxyz

div r24.x, r25.y, r10.x
add r24.x, r24.x, l(-1.0)
mul r26.x, r24.x, cb13[30].x
mul r26.y, r24.x, cb13[31].x
mul r26.z, r24.x, cb13[32].x
mul r26.w, cb13[30].x, cb13[30].x
mad r26.w, cb13[31].x, cb13[31].x, r26.w
mad r26.w, cb13[32].x, cb13[32].x, r26.w
div r26.xyz, r26.xyzx, r26.wwww

mad r10.yzw, r25.xxxx, r26.xxyz, r0.yyzw
mad r10.xyz, r10.yzwy, r0.xxxx, cb0[0].xyzx

mad r0.xyz, r0.yzwy, r0.xxxx, cb0[0].xyzx
dp3 r1.x, cb0[4].xyzx, cb0[0].xyzx
add r1.x, r1.x, cb0[4].w
lt r1.y, l(0.000000), r1.x
add r1.x, -r1.x, cb0[0].z
movc r1.z, r1.y, r1.x, cb0[0].z
mov r1.xy, cb0[0].xyxx
add r2.xyz, r0.xyzx, -r1.xyzx
dp3 r1.w, r2.xyzx, cb0[4].xyzx
dp3 r2.w, cb0[4].xyzx, r1.xyzx
add r2.w, r2.w, cb0[4].w
div r1.w, -r2.w, r1.w
lt r2.w, r1.w, l(0.000000)
movc r3.w, r2.w, l(0), r1.w
mad r3.xyz, r3.wwww, r2.xyzx, r1.xyzx
dp3 r1.w, cb0[4].xyzx, r0.xyzx
add r0.w, r1.w, cb0[4].w
lt r1.w, r0.w, l(-0.005000)
movc r0.xyzw, r1.wwww, r0.xyzw, r3.xyzw
add r0.xyz, -r1.xyzx, r0.xyzx
div_sat r0.w, |r0.w|, cb0[3].z
mad r0.w, -r0.w, cb0[3].w, l(1.000000)
dp3 r0.x, r0.xyzx, r0.xyzx
sqrt r0.x, r0.x
div_sat r0.y, r0.x, cb0[5].z
add r0.x, r0.x, -cb0[3].y
mul r0.x, r0.x, -cb0[3].x
mul r0.x, r0.x, l(1.442695)
exp r0.x, r0.x
min r0.x, r0.x, l(1.000000)
add r0.x, -r0.x, l(1.000000)
sample_indexable(texture1d)(float,float,float,float) r1.xyz, r0.yyyy, t3.xyzw, s3
mul r1.xyz, r1.xyzx, cb0[2].xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, v1.xyxx, t2.xyzw, s2
mul r0.yzw, r0.wwww, r2.xxyz
mad r1.xyz, r1.xyzx, cb0[1].xyzx, -r0.yzwy
mad o0.xyz, r0.xxxx, r1.xyzx, r0.yzwy
mov o0.w, l(1.000000)
ret
// Approximately 47 instruction slots used
