//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v0.6.181 on Wed Nov 29 23:00:27 2023
//
//
// Buffer Definitions:
//
// cbuffer shadowmove_v2v3_core_CSConstants
// {
//
//   float4x4 m_PrevWorldToProjMtx;     // Index:    0 1 2 3          Components:    16
//   float4 m_eye;                      // Index:    4.xyzw           Components:     4
//   float4 m_tint;                     // Index:    5.xyzw           Components:     4 [unused]
//   float4 m_winds[2];                 // Index:    6 7              Components:     8 [unused]
//   float4 m_vertData[4];              // Index:    8 9 10 11        Components:    16
//   float4 m_bufferSize;               // Index:   12.xyzw           Components:     4
//   float4 m_noiseWispTextureSize;     // Index:   13.xyzw           Components:     4 [unused]
//   float2 m_noiseRatioCorrection;     // Index:   14.xy             Components:     2
//   float2 m_wispSimReferencePoint;    // Index:   14.zw             Components:     2
//   float m_time;                      // Index:   15.x              Components:     1 [unused]
//   float m_startTime;                 // Index:   15.y              Components:     1 [unused]
//   float m_alphaSubtract;             // Index:   15.z              Components:     1 [unused]
//   float m_vortexSpeed;               // Index:   15.w              Components:     1 [unused]
//   float m_distanceToPlane;           // Index:   16.x              Components:     1
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// backbuffer_sampler                sampler      NA          NA    0        1
// noiseTexture_sampler              sampler      NA          NA    2        1
// backbuffer                        texture  float4          2d    0        1
// noiseTexture                      texture  float4          2d    2        1
// outputTexture                         UAV  float4          2d    2        1
// shadowmove_v2v3_core_CSConstants    cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Input
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
cs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[17], immediateIndexed
dcl_constantbuffer CB12[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t2
dcl_uav_typed_texture2d (float,float,float,float) u2
dcl_input vThreadID.xy
dcl_temps 35
dcl_resource_texture2d (float,float,float,float) t125
dcl_thread_group 64, 4, 1
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw
mad r0.xy, cb0[14].zwzz, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
utof r0.zw, vThreadID.xxxy
mad r0.xy, r0.xyxx, cb0[12].xyxx, -r0.zwzz
dp2 r0.z, r0.xyxx, r0.xyxx
rsq r0.z, r0.z
mul r0.xy, r0.zzzz, r0.xyxx
div r0.zw, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[12].xxxy
mul r0.xy, r0.zwzz, r0.xyxx

itof r2.xy, vThreadID.xyxx

//Future block.
add r11.xyz, -cb0[8].xyzx, cb0[11].xyzx
add r12.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r10.zw, r0.zzzw, r12.xxxy
mad r11.xyz, r10.zzzz, r11.xyzx, cb0[8].xyzx
add r12.xyz, -cb0[9].xyzx, cb0[10].xyzx
mad r12.xyz, r10.zzzz, r12.xyzx, cb0[9].xyzx
add r11.xyz, r11.xyzx, -r12.xyzx
mad r11.xyz, r10.wwww, r11.xyzx, r12.xyzx
mul r10.zw, r10.zzzw, cb0[14].xxxy
mul r10.zw, r10.zzzw, l(0.000000, 0.000000, 0.250000, 0.250000)
sample_l_indexable(texture2d)(float,float,float,float) r10.zw, r10.zwzz, t2.zwxy, s2, l(0.000000)
add r11.xyz, r11.xyzx, -cb0[4].xyzx
div r11.w, cb0[16].x, r11.z
mad r11.xyz, r11.xyzx, r11.wwww, cb0[4].xyzx
mov r11.w, l(1.000000)
dp4 r12.x, r11.xyzw, cb0[0].xyzw
dp4 r12.y, r11.xyzw, cb0[1].xyzw
dp4 r11.x, r11.xyzw, cb0[3].xyzw

div r26.x, r25.y, r11.x
add r26.x, r26.x, l(-1.0)
mul r26.x, r26.x, l(0.5)
mad r0.z, r25.x, r26.x, r0.z

add r1.xyz, -cb0[8].xyzx, cb0[11].xyzx
add r2.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.zw, r0.zzzw, r2.xxxy
mad r1.xyz, r0.zzzz, r1.xyzx, cb0[8].xyzx
add r2.xyz, -cb0[9].xyzx, cb0[10].xyzx
mad r2.xyz, r0.zzzz, r2.xyzx, cb0[9].xyzx
add r1.xyz, r1.xyzx, -r2.xyzx
mad r1.xyz, r0.wwww, r1.xyzx, r2.xyzx
mul r0.zw, r0.zzzw, cb0[14].xxxy
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.250000, 0.250000)
sample_l_indexable(texture2d)(float,float,float,float) r0.zw, r0.zwzz, t2.zwxy, s2, l(0.000000)
add r1.xyz, r1.xyzx, -cb0[4].xyzx
div r1.w, cb0[16].x, r1.z
mad r1.xyz, r1.xyzx, r1.wwww, cb0[4].xyzx
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb0[0].xyzw
dp4 r2.y, r1.xyzw, cb0[1].xyzw
dp4 r1.x, r1.xyzw, cb0[3].xyzw

add r26.x, r1.x, -cb12[2].y
mad r2.x, cb12[2].x, r26.x, r2.x

div r1.xy, r2.xyxx, r1.xxxx
mad r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
add r1.z, -r1.y, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.y, r1.xzxx, t0.yxzw, s0, l(0.000000)
mov_sat r1.w, r1.y
add r1.w, -r1.w, l(1.000000)
mad r1.w, r1.w, l(2.000000), l(2.000000)
mul r0.xy, r0.xyxx, r1.wwww
div r1.w, cb0[12].y, cb0[12].x
mul r0.z, r0.z, r1.w
mad r2.xy, r0.zwzz, l(0.320000, 0.320000, 0.000000, 0.000000), r0.xyxx
add r2.xy, r1.xzxx, r2.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r1.w, r2.xyxx, t0.yzwx, s0, l(0.000000)
max r1.w, r1.w, r1.y
ge r1.y, r1.y, l(1.000000)
movc r1.y, r1.y, l(0), l(1.000000)
mad r1.w, r1.w, l(-0.160000), l(0.320000)
mad r0.xy, r1.wwww, r0.zwzz, r0.xyxx
mad r0.xy, r0.xyxx, r1.yyyy, r1.xzxx
ge r0.zw, r0.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000)
and r0.zw, r0.zzzw, l(0, 0, 0x3f800000, 0x3f800000)
ge r1.xy, l(0.000000, 0.000000, 0.000000, 0.000000), r0.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
and r0.xy, r1.xyxx, l(0x3f800000, 0x3f800000, 0, 0)
add r0.xy, r0.xyxx, r0.zwzz
dp2 r0.x, r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
min r0.x, r0.x, l(1.000000)
mad r0.xyzw, r0.xxxx, -r2.xyzw, r2.xyzw
add_sat r0.xyzw, r0.xyzw, l(-0.015000, -0.006000, 0.000000, 0.000000)
store_uav_typed u2.xyzw, vThreadID.xyyy, r0.xyzw
ret
// Approximately 58 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Wed Nov 29 23:00:27 2023
//
// cbuffer shadowmove_v2v3_core_CSConstants : register(b0)
// {
//   float4x4 m_PrevWorldToProjMtx : packoffset(c0);
//   float4 m_eye : packoffset(c4);
//   float4 m_tint : packoffset(c5);
//   float4 m_winds[2] : packoffset(c6);
//   float4 m_vertData[4] : packoffset(c8);
//   float4 m_bufferSize : packoffset(c12);
//   float4 m_noiseWispTextureSize : packoffset(c13);
//   float2 m_noiseRatioCorrection : packoffset(c14);
//   float2 m_wispSimReferencePoint : packoffset(c14.z);
//   float m_time : packoffset(c15);
//   float m_startTime : packoffset(c15.y);
//   float m_alphaSubtract : packoffset(c15.z);
//   float m_vortexSpeed : packoffset(c15.w);
//   float m_distanceToPlane : packoffset(c16);
// }
//
// SamplerState backbuffer_sampler_s : register(s0);
// SamplerState noiseTexture_sampler_s : register(s2);
// Texture2D<float4> backbuffer : register(t0);
// Texture2D<float4> noiseTexture : register(t2);
// RWTexture2D<float4> outputTexture : register(u2);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Texture2D<float4> StereoParams : register(t125);
//
//
// void main)
// {
// // Needs manual fix for instruction:
// // unknown dcl_: dcl_uav_typed_texture2d (float,float,float,float) u2
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
// // Needs manual fix for instruction:
// // unknown dcl_: dcl_thread_group 64, 4, 1
//   r0.xy = m_wispSimReferencePoint.xy * float2(0.5,0.5) + float2(0.5,0.5);
//   r0.zw = (uint2)vThreadID.xy;
//   r0.xy = r0.xy * m_bufferSize.xy + -r0.zw;
//   r0.z = dot(r0.xy, r0.xy);
//   r0.z = rsqrt(r0.z);
//   r0.xy = r0.xy * r0.zz;
//   r0.zw = float2(1,1) / m_bufferSize.xy;
//   r0.xy = r0.xy * r0.zw;
//   r1.xyz = m_vertData[3].xyz + -m_vertData[0].xyz;
//   r2.xy = (int2)vThreadID.xy;
//   r2.xy = float2(0.5,0.5) + r2.xy;
//   r0.zw = r2.xy * r0.zw;
//   r1.xyz = r0.zzz * r1.xyz + m_vertData[0].xyz;
//   r2.xyz = m_vertData[2].xyz + -m_vertData[1].xyz;
//   r2.xyz = r0.zzz * r2.xyz + m_vertData[1].xyz;
//   r1.xyz = -r2.xyz + r1.xyz;
//   r1.xyz = r0.www * r1.xyz + r2.xyz;
//   r0.zw = m_noiseRatioCorrection.xy * r0.zw;
//   r0.zw = float2(0.25,0.25) * r0.zw;
//   r0.zw = noiseTexture.SampleLevel(noiseTexture_sampler_s, r0.zw, 0).xy;
//   r1.xyz = -m_eye.xyz + r1.xyz;
//   r1.w = m_distanceToPlane / r1.z;
//   r1.xyz = r1.xyz * r1.www + m_eye.xyz;
//   r1.w = 1;
//   r2.x = dot(r1.xyzw, m_PrevWorldToProjMtx._m00_m10_m20_m30);
//   r2.y = dot(r1.xyzw, m_PrevWorldToProjMtx._m01_m11_m21_m31);
//   r1.x = dot(r1.xyzw, m_PrevWorldToProjMtx._m03_m13_m23_m33);
//   r1.xy = r2.xy / r1.xx;
//   r1.xy = r1.xy * float2(0.5,0.5) + float2(0.5,0.5);
//   r1.z = 1 + -r1.y;
//   r1.y = backbuffer.SampleLevel(backbuffer_sampler_s, r1.xz, 0).x;
//   r1.w = saturate(r1.y);
//   r1.w = 1 + -r1.w;
//   r1.w = r1.w * 2 + 2;
//   r0.xy = r1.ww * r0.xy;
//   r1.w = m_bufferSize.y / m_bufferSize.x;
//   r0.z = r1.w * r0.z;
//   r2.xy = r0.zw * float2(0.319999993,0.319999993) + r0.xy;
//   r2.xy = r2.xy + r1.xz;
//   r1.w = backbuffer.SampleLevel(backbuffer_sampler_s, r2.xy, 0).x;
//   r1.w = max(r1.y, r1.w);
//   r1.y = cmp(r1.y >= 1);
//   r1.y = r1.y ? 0 : 1;
//   r1.w = r1.w * -0.159999996 + 0.319999993;
//   r0.xy = r1.ww * r0.zw + r0.xy;
//   r0.xy = r0.xy * r1.yy + r1.xz;
//   r0.zw = cmp(r0.xy >= float2(1,1));
//   r0.zw = r0.zw ? float2(1,1) : 0;
//   r1.xy = cmp(float2(0,0) >= r0.xy);
//   r2.xyzw = backbuffer.SampleLevel(backbuffer_sampler_s, r0.xy, 0).xyzw;
//   r0.xy = r1.xy ? float2(1,1) : 0;
//   r0.xy = r0.zw + r0.xy;
//   r0.x = dot(r0.xy, float2(1,1));
//   r0.x = min(1, r0.x);
//   r0.xyzw = r0.xxxx * -r2.xyzw + r2.xyzw;
//   r0.xyzw = saturate(float4(-0.0149999997,-0.00600000005,0,0) + r0.xyzw);
// // No code for instruction (needs manual fix):
// store_uav_typed u2.xyzw, vThreadID.xyyy, r0.xyzw
//   return;
// }
//////////////////////////////// HLSL Errors ////////////////////////////////
// E:\SteamLibrary\steamapps\common\Killer Instinct\ShaderFixes\1813b9894f18b7bd-cs_replace.txt(34,10): error X3000: syntax error: unexpected token ')'
/////////////////////////////////////////////////////////////////////////////
