//Lighting PS 2. Skybox.
// ---- Created with 3Dmigoto v0.6.163 on Thu Aug 21 18:17:27 2025

cbuffer cb_scene : register(b0)
{
  float4x4 view_g : packoffset(c0);
  float4x4 viewInv_g : packoffset(c4);
  float4x4 proj_g : packoffset(c8);
  float4x4 projInv_g : packoffset(c12);
  float4x4 viewProj_g : packoffset(c16);
  float4x4 viewProjInv_g : packoffset(c20);
  float2 vpSize_g : packoffset(c24);
  float2 invVPSize_g : packoffset(c24.z);
  float3 lightColor_g : packoffset(c25);
  float disableMapObjNearFade_g : packoffset(c25.w);
  float3 lightDirection_g : packoffset(c26);
  float gameTime_g : packoffset(c26.w);
  float3 sceneShadowColor_g : packoffset(c27);
  int shadowmapCascadeCount_g : packoffset(c27.w);
  float3 windDirection_g : packoffset(c28);
  float sceneTime_g : packoffset(c28.w);
  float2 lightTileSizeInv_g : packoffset(c29);
  float fogNearDistance_g : packoffset(c29.z);
  float fogFadeRangeInv_g : packoffset(c29.w);
  float3 fogColor_g : packoffset(c30);
  float fogIntensity_g : packoffset(c30.w);
  float fogHeight_g : packoffset(c31);
  float fogHeightRangeInv_g : packoffset(c31.y);
  float windWaveTime_g : packoffset(c31.z);
  float windWaveFrequency_g : packoffset(c31.w);
  uint localLightProbeCount_g : packoffset(c32);
  float lightSpecularGlossiness_g : packoffset(c32.y);
  float lightSpecularIntensity_g : packoffset(c32.z);
  float localShadowResolutionInv_g : packoffset(c32.w);
  float4x4 ditherMtx_g : packoffset(c33);
  float4 lightProbe_g[9] : packoffset(c37);
  float3 chrLightDir_g : packoffset(c46);
  float windForce_g : packoffset(c46.w);
  float4 mapColor_g : packoffset(c47);
  float4 clipPlane_g : packoffset(c48);
  float2 resolutionScaling_g : packoffset(c49);
  float2 invShadowSize_g : packoffset(c49.z);
  float3 chrShadowColor_g : packoffset(c50);
  float shadowFadeNear_g : packoffset(c50.w);
  float4 frustumPlanes_g[6] : packoffset(c51);
  float3 shadowSplitDistance_g : packoffset(c57);
  float shadowFadeRangeInv_g : packoffset(c57.w);
  float4x4 shadowMtx_g[4] : packoffset(c58);
}

cbuffer cb_post_sky : register(b6)
{
  float3 incomingLight_g : packoffset(c0);
  float3 scatteringR_g : packoffset(c1);
  float3 scatteringM_g : packoffset(c2);
  float3 extinctionR_g : packoffset(c3);
  float3 extinctionM_g : packoffset(c4);
  float3 densityScaleHeight_g : packoffset(c5);
  float skyHorizonBottomLimit_g : packoffset(c5.w);
  float3 sunDirection_g : packoffset(c6);
  float skyHorizonTopLimit_g : packoffset(c6.w);
  float mieG_g : packoffset(c7);
  float distanceScale_g : packoffset(c7.y);
  float planetRadius_g : packoffset(c7.z);
  float atmosphereHeight_g : packoffset(c7.w);
  float sunIntensity_g : packoffset(c8);
  float skyLutNearOverFarClip_g : packoffset(c8.y);
  float skyLutCameraFarClip_g : packoffset(c8.z);
  float skyBrightness_g : packoffset(c8.w);
}

cbuffer cb_post_sky2 : register(b3)
{
  float4x4 skyViewProjInv_g : packoffset(c0);
}

SamplerState samLinear_s : register(s0);
Texture3D<float4> skyLUT : register(t0);
Texture3D<float2> skyLUT2 : register(t1);


// SLT declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v1.zw * float2(2,-2) + float2(-1,1);
  r0.z = 1;
  
  r1.w = dot(r0.xyz, skyViewProjInv_g._m03_m13_m33);
  r0.x+=stereo.x*(stereo.y*r1.w-1);
  
  r1.x = dot(r0.xyz, skyViewProjInv_g._m00_m10_m30);
  r1.y = dot(r0.xyz, skyViewProjInv_g._m01_m11_m31);
  r1.z = dot(r0.xyz, skyViewProjInv_g._m02_m12_m32);
  r0.x = dot(r0.xyz, skyViewProjInv_g._m03_m13_m33);
  r0.xyz = r1.xyz / r0.xxx;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r0.x = dot(r0.xyz, -sunDirection_g.xyz);
  r0.y = max(0.0500000007, abs(r0.y));
  r1.y = r0.y * 0.5 + 0.5;
  r0.y = dot(r0.xx, mieG_g);
  r0.zw = mieG_g * mieG_g + float2(2,1);
  r0.y = r0.w + -r0.y;
  r0.z = r0.z + r0.z;
  r0.y = log2(r0.y);
  r0.y = 1.5 * r0.y;
  r0.y = exp2(r0.y);
  r0.w = r0.x * r0.x + 1;
  r0.y = r0.w / r0.y;
  r0.w = -mieG_g * mieG_g + 1;
  r0.w = 3 * r0.w;
  r0.z = r0.w / r0.z;
  r0.z = 0.0795774683 * r0.z;
  r0.y = r0.z * r0.y;
  r1.z = viewInv_g._m31 / atmosphereHeight_g;
  r1.x = sunDirection_g.y * -0.5 + 0.5;
  r2.yz = skyLUT2.SampleLevel(samLinear_s, r1.xyz, 0).xy;
  r1.xyzw = skyLUT.SampleLevel(samLinear_s, r1.xyz, 0).xyzw;
  r2.x = r1.w;
  r0.yzw = r2.xyz * r0.yyy;
  r0.yzw = scatteringM_g.xyz * r0.yzw;
  r1.w = r0.x * 0.5 + 1.39999998;
  r0.x = -r0.x * 1.96000004 + 1.9604001;
  r0.x = log2(r0.x);
  r0.x = 1.5 * r0.x;
  r0.x = exp2(r0.x);
  r0.x = 12.566371 * r0.x;
  r0.x = 0.000399999233 / r0.x;
  r0.x = 0.00300000003 * r0.x;
  r2.xyz = r2.xyz * r0.xxx;
  r2.xyz = sunIntensity_g * r2.xyz;
  r0.x = 0.0636619776 * r1.w;
  r1.xyz = r1.xyz * r0.xxx;
  r0.xyz = r1.xyz * scatteringR_g.xyz + r0.yzw;
  r0.xyz = r0.xyz * incomingLight_g.xyz + r2.xyz;
  r0.xyz = skyBrightness_g * r0.xyz;
  o0.xyz = max(float3(0,0,0), r0.xyz);
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Thu Aug 21 18:17:27 2025
//
//
// Buffer Definitions:
//
// cbuffer cb_scene
// {
//
//   float4x4 view_g;                   // Offset:    0 Size:    64 [unused]
//   float4x4 viewInv_g;                // Offset:   64 Size:    64
//   float4x4 proj_g;                   // Offset:  128 Size:    64 [unused]
//   float4x4 projInv_g;                // Offset:  192 Size:    64 [unused]
//   float4x4 viewProj_g;               // Offset:  256 Size:    64 [unused]
//   float4x4 viewProjInv_g;            // Offset:  320 Size:    64 [unused]
//   float2 vpSize_g;                   // Offset:  384 Size:     8 [unused]
//   float2 invVPSize_g;                // Offset:  392 Size:     8 [unused]
//   float3 lightColor_g;               // Offset:  400 Size:    12 [unused]
//   float disableMapObjNearFade_g;     // Offset:  412 Size:     4 [unused]
//   float3 lightDirection_g;           // Offset:  416 Size:    12 [unused]
//   float gameTime_g;                  // Offset:  428 Size:     4 [unused]
//   float3 sceneShadowColor_g;         // Offset:  432 Size:    12 [unused]
//   int shadowmapCascadeCount_g;       // Offset:  444 Size:     4 [unused]
//   float3 windDirection_g;            // Offset:  448 Size:    12 [unused]
//   float sceneTime_g;                 // Offset:  460 Size:     4 [unused]
//   float2 lightTileSizeInv_g;         // Offset:  464 Size:     8 [unused]
//   float fogNearDistance_g;           // Offset:  472 Size:     4 [unused]
//   float fogFadeRangeInv_g;           // Offset:  476 Size:     4 [unused]
//   float3 fogColor_g;                 // Offset:  480 Size:    12 [unused]
//   float fogIntensity_g;              // Offset:  492 Size:     4 [unused]
//   float fogHeight_g;                 // Offset:  496 Size:     4 [unused]
//   float fogHeightRangeInv_g;         // Offset:  500 Size:     4 [unused]
//   float windWaveTime_g;              // Offset:  504 Size:     4 [unused]
//   float windWaveFrequency_g;         // Offset:  508 Size:     4 [unused]
//   uint localLightProbeCount_g;       // Offset:  512 Size:     4 [unused]
//   float lightSpecularGlossiness_g;   // Offset:  516 Size:     4 [unused]
//   float lightSpecularIntensity_g;    // Offset:  520 Size:     4 [unused]
//   float localShadowResolutionInv_g;  // Offset:  524 Size:     4 [unused]
//   float4x4 ditherMtx_g;              // Offset:  528 Size:    64 [unused]
//   float4 lightProbe_g[9];            // Offset:  592 Size:   144 [unused]
//   float3 chrLightDir_g;              // Offset:  736 Size:    12 [unused]
//   float windForce_g;                 // Offset:  748 Size:     4 [unused]
//   float4 mapColor_g;                 // Offset:  752 Size:    16 [unused]
//   float4 clipPlane_g;                // Offset:  768 Size:    16 [unused]
//   float2 resolutionScaling_g;        // Offset:  784 Size:     8 [unused]
//   float2 invShadowSize_g;            // Offset:  792 Size:     8 [unused]
//   float3 chrShadowColor_g;           // Offset:  800 Size:    12 [unused]
//   float shadowFadeNear_g;            // Offset:  812 Size:     4 [unused]
//   float4 frustumPlanes_g[6];         // Offset:  816 Size:    96 [unused]
//   float3 shadowSplitDistance_g;      // Offset:  912 Size:    12 [unused]
//   float shadowFadeRangeInv_g;        // Offset:  924 Size:     4 [unused]
//   float4x4 shadowMtx_g[4];           // Offset:  928 Size:   256 [unused]
//
// }
//
// cbuffer cb_post_sky
// {
//
//   float3 incomingLight_g;            // Offset:    0 Size:    12
//   float3 scatteringR_g;              // Offset:   16 Size:    12
//   float3 scatteringM_g;              // Offset:   32 Size:    12
//   float3 extinctionR_g;              // Offset:   48 Size:    12 [unused]
//   float3 extinctionM_g;              // Offset:   64 Size:    12 [unused]
//   float3 densityScaleHeight_g;       // Offset:   80 Size:    12 [unused]
//   float skyHorizonBottomLimit_g;     // Offset:   92 Size:     4 [unused]
//   float3 sunDirection_g;             // Offset:   96 Size:    12
//   float skyHorizonTopLimit_g;        // Offset:  108 Size:     4 [unused]
//   float mieG_g;                      // Offset:  112 Size:     4
//   float distanceScale_g;             // Offset:  116 Size:     4 [unused]
//   float planetRadius_g;              // Offset:  120 Size:     4 [unused]
//   float atmosphereHeight_g;          // Offset:  124 Size:     4
//   float sunIntensity_g;              // Offset:  128 Size:     4
//   float skyLutNearOverFarClip_g;     // Offset:  132 Size:     4 [unused]
//   float skyLutCameraFarClip_g;       // Offset:  136 Size:     4 [unused]
//   float skyBrightness_g;             // Offset:  140 Size:     4
//
// }
//
// cbuffer cb_post_sky2
// {
//
//   float4x4 skyViewProjInv_g;         // Offset:    0 Size:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear                         sampler      NA          NA    0        1
// skyLUT                            texture  float4          3d    0        1
// skyLUT2                           texture  float2          3d    1        1
// cb_scene                          cbuffer      NA          NA    0        1
// cb_post_sky2                      cbuffer      NA          NA    3        1
// cb_post_sky                       cbuffer      NA          NA    6        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float     zw
//
//
// 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[6], immediateIndexed
dcl_constantbuffer CB6[9], immediateIndexed
dcl_constantbuffer CB3[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_resource_texture3d (float,float,float,float) t1
dcl_input_ps linear v1.zw
dcl_output o0.xyzw
dcl_temps 3
mad r0.xy, v1.zwzz, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov r0.z, l(1.000000)
dp3 r1.x, r0.xyzx, cb3[0].xywx
dp3 r1.y, r0.xyzx, cb3[1].xywx
dp3 r1.z, r0.xyzx, cb3[2].xywx
dp3 r0.x, r0.xyzx, cb3[3].xywx
div r0.xyz, r1.xyzx, r0.xxxx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.x, r0.xyzx, -cb6[6].xyzx
max r0.y, |r0.y|, l(0.050000)
mad r1.y, r0.y, l(0.500000), l(0.500000)
dp2 r0.y, r0.xxxx, cb6[7].xxxx
mad r0.zw, cb6[7].xxxx, cb6[7].xxxx, l(0.000000, 0.000000, 2.000000, 1.000000)
add r0.y, -r0.y, r0.w
add r0.z, r0.z, r0.z
log r0.y, r0.y
mul r0.y, r0.y, l(1.500000)
exp r0.y, r0.y
mad r0.w, r0.x, r0.x, l(1.000000)
div r0.y, r0.w, r0.y
mad r0.w, -cb6[7].x, cb6[7].x, l(1.000000)
mul r0.w, r0.w, l(3.000000)
div r0.z, r0.w, r0.z
mul r0.z, r0.z, l(0.0795774683)
mul r0.y, r0.y, r0.z
div r1.z, cb0[5].w, cb6[7].w
mad r1.x, cb6[6].y, l(-0.500000), l(0.500000)
sample_l_indexable(texture3d)(float,float,float,float) r2.yz, r1.xyzx, t1.zxyw, s0, l(0.000000)
sample_l_indexable(texture3d)(float,float,float,float) r1.xyzw, r1.xyzx, t0.xyzw, s0, l(0.000000)
mov r2.x, r1.w
mul r0.yzw, r0.yyyy, r2.xxyz
mul r0.yzw, r0.yyzw, cb6[2].xxyz
mad r1.w, r0.x, l(0.500000), l(1.400000)
mad r0.x, -r0.x, l(1.960000), l(1.96040010)
log r0.x, r0.x
mul r0.x, r0.x, l(1.500000)
exp r0.x, r0.x
mul r0.x, r0.x, l(12.566371)
div r0.x, l(0.000399999233), r0.x
mul r0.x, r0.x, l(0.003000)
mul r2.xyz, r0.xxxx, r2.xyzx
mul r2.xyz, r2.xyzx, cb6[8].xxxx
mul r0.x, r1.w, l(0.0636619776)
mul r1.xyz, r0.xxxx, r1.xyzx
mad r0.xyz, r1.xyzx, cb6[1].xyzx, r0.yzwy
mad r0.xyz, r0.xyzx, cb6[0].xyzx, r2.xyzx
mul r0.xyz, r0.xyzx, cb6[8].wwww
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 52 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
