//Dark wave CS. Rash.
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v0.6.181 on Sun Dec  3 23:42:09 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
//   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 [unused]
//   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
// vortexTexture_sampler             sampler      NA          NA    1        1
// noiseTexture_sampler              sampler      NA          NA    2        1
// backbuffer                        texture  float4          2d    0        1
// vortexTexture                     texture  float4          2d    1        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], dynamicIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_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
itof r0.xy, vThreadID.xyxx
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
div r0.zw, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[12].xxxy
mul r0.xy, r0.zwzz, r0.xyxx

//Future block.
add r11.xyz, -cb0[9].xyzx, cb0[10].xyzx
mad r11.xyz, r0.xxxx, r11.xyzx, cb0[9].xyzx
add r12.xyz, -cb0[8].xyzx, cb0[11].xyzx
mad r12.xyz, r0.xxxx, r12.xyzx, cb0[8].xyzx
add r12.xyz, -r11.xyzx, r12.xyzx
mad r11.xyz, r0.yyyy, r12.xyzx, r11.xyzx
add r11.xyz, r11.xyzx, -cb0[4].xyzx
div r10.z, cb0[16].x, r11.z
mad r11.xyz, r11.xyzx, r10.zzzz, 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 r10.z, r11.xyzw, cb0[3].xyzw

div r26.x, r25.y, r10.z
add r26.x, r26.x, l(-1.0)
mul r26.x, r26.x, l(0.5)
mad r0.x, r25.x, r26.x, r0.x

add r1.xyz, -cb0[9].xyzx, cb0[10].xyzx
mad r1.xyz, r0.xxxx, r1.xyzx, cb0[9].xyzx
add r2.xyz, -cb0[8].xyzx, cb0[11].xyzx
mad r2.xyz, r0.xxxx, r2.xyzx, cb0[8].xyzx
add r2.xyz, -r1.xyzx, r2.xyzx
mad r1.xyz, r0.yyyy, r2.xyzx, r1.xyzx
add r1.xyz, r1.xyzx, -cb0[4].xyzx
div r0.z, cb0[16].x, r1.z
mad r1.xyz, r1.xyzx, r0.zzzz, 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 r0.z, r1.xyzw, cb0[3].xyzw

add r26.x, r0.z, -cb12[2].y
mad r2.x, cb12[2].x, r26.x, r2.x

div r0.zw, r2.xxxy, r0.zzzz
mad r1.xy, r0.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.zw, r0.xxxy, cb0[12].zzzw
mad r2.xy, r0.zwzz, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r0.z, cb0[12].w, -cb0[12].x
mov r2.z, -r2.y
mov r3.x, l(1.000000)
mov r0.w, l(0)
loop
  ige r1.w, r0.w, l(2)
  breakc_nz r1.w
  add r4.yz, r2.xxzx, -cb0[r0.w + 6].xxyx
  mul r4.x, r0.z, r4.y
  dp2 r1.w, r4.xzxx, r4.xzxx
  sqrt r1.w, r1.w
  mul r1.w, r1.w, l(0.750000)
  min r1.w, r1.w, l(1.000000)
  mad r1.w, r1.w, l(2.000000), l(-0.600000)
  mul_sat r1.w, r1.w, l(1.66666663)
  mad r2.y, r1.w, l(-2.000000), l(3.000000)
  mul r1.w, r1.w, r1.w
  mul r1.w, r1.w, r2.y
  min r3.x, r1.w, r3.x
  iadd r0.w, r0.w, l(1)
endloop
mul r0.zw, r0.xxxy, cb0[14].xxxy
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.400000, 0.400000)
sample_l_indexable(texture2d)(float,float,float,float) r0.zw, r0.zwzz, t2.zwxy, s2, l(0.000000)
mul r1.w, cb0[12].z, cb0[12].y
mul r0.z, r0.z, r1.w
mul r2.xyzw, cb0[12].xyzw, l(0.00195312500, 0.00195312500, 5.000000, 5.000000)
mul r0.xy, r0.xyxx, r2.xyxx
mul r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t1.xyzw, s1, l(0.000000)
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r0.xy, r2.zwzz, r0.xyxx
mul r2.xy, r3.xxxx, r0.xyxx
add r0.x, r3.x, l(0.500000)
mul r0.x, r0.x, cb0[12].w
mad r2.z, r0.x, l(0.500000), r2.y
mad r0.xy, r0.zwzz, l(0.250000, 0.250000, 0.000000, 0.000000), r2.xzxx
add r1.z, -r1.y, l(1.000000)
add r0.xy, r0.xyxx, 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.yw, l(0.000000, 0.000000, 0.000000, 0.000000), r0.xxxy
and r1.yw, r1.yyyw, l(0, 0x3f800000, 0, 0x3f800000)
add r0.zw, r0.zzzw, r1.yyyw
dp2 r0.z, r0.zwzz, l(1.000000, 1.000000, 0.000000, 0.000000)
min r0.z, r0.z, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
add r3.xyzw, -r2.xyzw, l(0.000000, 0.500000, 0.500000, 1.000000)
mad r0.xyzw, r0.zzzz, r3.xyzw, r2.xyzw
ge r1.yw, r1.xxxz, l(0.000000, 1.000000, 0.000000, 1.000000)
and r1.yw, r1.yyyw, l(0, 0x3f800000, 0, 0x3f800000)
ge r2.xy, l(0.000000, 0.000000, 0.000000, 0.000000), r1.xzxx
and r2.xy, r2.xyxx, l(0x3f800000, 0x3f800000, 0, 0)
add r1.yw, r1.yyyw, r2.xxxy
dp2 r1.y, r1.ywyy, l(1.000000, 1.000000, 0.000000, 0.000000)
min r1.y, r1.y, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xzxx, t0.xyzw, s0, l(0.000000)
mad r1.x, r1.y, -r1.x, r1.x
add_sat r1.x, -r0.x, r1.x
mad r1.x, r1.x, l(0.427999973), l(0.022000)
add_sat r0.x, r0.x, -r1.x
store_uav_typed u2.xyzw, vThreadID.xyyy, r0.xyzw
ret
// Approximately 84 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec  3 23:42:09 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 vortexTexture_sampler_s : register(s1);
// SamplerState noiseTexture_sampler_s : register(s2);
// Texture2D<float4> backbuffer : register(t0);
// Texture2D<float4> vortexTexture : register(t1);
// 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,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
// // Needs manual fix for instruction:
// // unknown dcl_: dcl_thread_group 64, 4, 1
//   r0.xy = (int2)vThreadID.xy;
//   r0.xy = float2(0.5,0.5) + r0.xy;
//   r0.zw = float2(1,1) / m_bufferSize.xy;
//   r0.xy = r0.xy * r0.zw;
//   r1.xyz = m_vertData[2].xyz + -m_vertData[1].xyz;
//   r1.xyz = r0.xxx * r1.xyz + m_vertData[1].xyz;
//   r2.xyz = m_vertData[3].xyz + -m_vertData[0].xyz;
//   r2.xyz = r0.xxx * r2.xyz + m_vertData[0].xyz;
//   r2.xyz = r2.xyz + -r1.xyz;
//   r1.xyz = r0.yyy * r2.xyz + r1.xyz;
//   r1.xyz = -m_eye.xyz + r1.xyz;
//   r0.z = m_distanceToPlane / r1.z;
//   r1.xyz = r1.xyz * r0.zzz + 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);
//   r0.z = dot(r1.xyzw, m_PrevWorldToProjMtx._m03_m13_m23_m33);
//   r0.zw = r2.xy / r0.zz;
//   r1.xy = r0.zw * float2(0.5,0.5) + float2(0.5,0.5);
//   r0.zw = m_bufferSize.zw * r0.xy;
//   r2.xy = r0.zw * float2(2,2) + float2(-1,-1);
//   r0.z = -m_bufferSize.x * m_bufferSize.w;
//   r2.z = -r2.y;
//   r3.x = 1;
//   r0.w = 0;
//   while (true) {
//     r1.w = cmp((int)r0.w >= 2);
//     if (r1.w != 0) break;
//     r4.yz = -m_winds[r0.w].xy + r2.xz;
//     r4.x = r4.y * r0.z;
//     r1.w = dot(r4.xz, r4.xz);
//     r1.w = sqrt(r1.w);
//     r1.w = 0.75 * r1.w;
//     r1.w = min(1, r1.w);
//     r1.w = r1.w * 2 + -0.600000024;
//     r1.w = saturate(1.66666663 * r1.w);
//     r2.y = r1.w * -2 + 3;
//     r1.w = r1.w * r1.w;
//     r1.w = r2.y * r1.w;
//     r3.x = min(r3.x, r1.w);
//     r0.w = (int)r0.w + 1;
//   }
//   r0.zw = m_noiseRatioCorrection.xy * r0.xy;
//   r0.zw = float2(0.400000006,0.400000006) * r0.zw;
//   r0.zw = noiseTexture.SampleLevel(noiseTexture_sampler_s, r0.zw, 0).xy;
//   r1.w = m_bufferSize.y * m_bufferSize.z;
//   r0.z = r1.w * r0.z;
//   r2.xyzw = float4(0.001953125,0.001953125,5,5) * m_bufferSize.xyzw;
//   r0.xy = r2.xy * r0.xy;
//   r0.xy = float2(0.5,0.5) * r0.xy;
//   r0.xy = vortexTexture.SampleLevel(vortexTexture_sampler_s, r0.xy, 0).xy;
//   r0.xy = float2(-0.5,-0.5) + r0.xy;
//   r0.xy = r0.xy * r2.zw;
//   r2.xy = r0.xy * r3.xx;
//   r0.x = 0.5 + r3.x;
//   r0.x = m_bufferSize.w * r0.x;
//   r2.z = r0.x * 0.5 + r2.y;
//   r0.xy = r0.zw * float2(0.25,0.25) + r2.xz;
//   r1.z = 1 + -r1.y;
//   r0.xy = r1.xz + r0.xy;
//   r0.zw = cmp(r0.xy >= float2(1,1));
//   r0.zw = r0.zw ? float2(1,1) : 0;
//   r1.yw = cmp(float2(0,0) >= r0.xy);
//   r1.yw = r1.yw ? float2(1,1) : 0;
//   r0.zw = r1.yw + r0.zw;
//   r0.z = dot(r0.zw, float2(1,1));
//   r0.z = min(1, r0.z);
//   r2.xyzw = backbuffer.SampleLevel(backbuffer_sampler_s, r0.xy, 0).xyzw;
//   r3.xyzw = float4(0,0.5,0.5,1) + -r2.xyzw;
//   r0.xyzw = r0.zzzz * r3.xyzw + r2.xyzw;
//   r1.yw = cmp(r1.xz >= float2(1,1));
//   r1.yw = r1.yw ? float2(1,1) : 0;
//   r2.xy = cmp(float2(0,0) >= r1.xz);
//   r2.xy = r2.xy ? float2(1,1) : 0;
//   r1.yw = r2.xy + r1.yw;
//   r1.y = dot(r1.yw, float2(1,1));
//   r1.y = min(1, r1.y);
//   r1.x = backbuffer.SampleLevel(backbuffer_sampler_s, r1.xz, 0).x;
//   r1.x = r1.y * -r1.x + r1.x;
//   r1.x = saturate(r1.x + -r0.x);
//   r1.x = r1.x * 0.427999973 + 0.0219999999;
//   r0.x = saturate(-r1.x + r0.x);
// // 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\ae62be7836986530-cs_replace.txt(36,10): error X3000: syntax error: unexpected token ')'
/////////////////////////////////////////////////////////////////////////////
