//Water reflections PS.
// ---- Created with 3Dmigoto v1.3.11 on Tue Jul 24 10:22:53 2018
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[5];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[18];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float3 v2 : TEXCOORD1,
  float w2 : TEXCOORD5,
  float2 v3 : TEXCOORD2,
  float w3 : TEXCOORD4,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  float4 stereo = StereoParams.Load(0);
  
  r0.z = cb0[16].x;
  r1.x = cb0[16].y;
  r2.xw = cb0[16].xy;
  r2.yz = float2(0,0);
  
  
  
  r0.yw = v3.xy + r2.xy;
  r1.yw = v3.xy + -r2.zw;
  
  r2.xyzw = t0.Sample(s0_s, r1.yw).xyzw;
  r3.xyzw = t0.Sample(s0_s, r0.yw).xyzw;
  r4.xyzw = t0.Sample(s0_s, v3.xy).xyzw;
  r0.x = -r4.x + r3.x;
  r1.z = -r4.x + r2.x;
  r0.xz = r1.xz * r0.xz;
  r0.w = cb0[16].x * cb0[16].y;
  r0.y = -r0.w;
  r0.xyz = float3(0,-9.99999975e-006,0) + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r1.xy = float2(1,0) * r0.xy;
  
  //r1.x-=stereo.x*(v0.w-stereo.y);
  
  r0.w = saturate(cb0[11].z * v3.y);
  r0.w = cb0[11].x * r0.w;
  r1.xy = r1.xy * r0.ww;
  r1.z = 0;
  //v1.x-=stereo.x*v1.z*stereo.y*0.00625;
  r1.xyz = v1.xyw + r1.xyz;
  
  //r1.xyz-=stereo.x*stereo.y*cb0[12].xyz;
  
  //r1.x+=stereo.x*(r1.z-stereo.y)*0.5;
  
  r1.xy = r1.xy / r1.zz;
  r1.xyzw = t1.Sample(s2_s, r1.xy).xyzw;
  r1.xyz = cb0[12].yyy * r1.xyz;
  r2.xyz = cb0[14].xyz * r1.xyz;
  r1.xyz = cb0[13].xyz * r1.xyz;
  r1.xyz = r1.xyz + r1.xyz;
  r2.xyz = r2.xyz * float3(2,2,2) + -r1.xyz;
  
  //v2.xyz-=stereo.x*stereo.y*cb0[13].xyz;
  
  r0.w = dot(v2.xyz, v2.xyz);
  r0.w = rsqrt(r0.w);
  r3.xyz = v2.xyz * r0.www;
  r0.w = dot(r3.xyz, r0.xyz);
  r0.w = saturate(abs(r0.w) * 0.850000024 + -0.100000001);
  r0.w = r0.w * r0.w;
  r1.xyz = r0.www * r2.xyz + r1.xyz;
  r2.x = w2.x;
  r2.y = 0;
  r2.xyzw = t2.Sample(s1_s, r2.xy).xyzw;
  r2.xyz = r2.xyz + -r1.xyz;
  r0.w = 4.05999994 * cb1[4].w;
  r0.w = floor(r0.w);
  r0.w = 1 + -r0.w;
  r0.w = r2.w * r0.w;
  r1.xyz = r0.www * r2.xyz + r1.xyz;
  r0.w = dot(float4(-0.300000012,-0.300000012,-1,-1), r0.xxzz);
  r0.xyz = r0.xyz * -r0.www + float3(-0.300000012,0,-1);
  r0.x = saturate(dot(r0.xyz, r3.xyz));
  r0.x = log2(r0.x);
  r0.x = cb0[11].w * r0.x;
  r0.x = exp2(r0.x);
  r0.xyz = cb0[17].xyz * r0.xxx;
  o0.xyz = r0.xyz * cb0[12].xxx + r1.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Tue Jul 24 10:22:53 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 5      w        2     NONE   float      w
// TEXCOORD                 2   xy          3     NONE   float   xy
// TEXCOORD                 4     z         3     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[18], immediateIndexed
dcl_constantbuffer cb1[5], immediateIndexed
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_input_ps linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_input_ps linear v2.w
dcl_input_ps linear v3.xy
dcl_output o0.xyzw
dcl_temps 5
mov r0.z, cb0[16].x
mov r1.x, cb0[16].y
mov r2.xw, cb0[16].xxxy
mov r2.yz, l(0,0,0,0)
add r0.yw, r2.xxxy, v3.xxxy
add r1.yw, -r2.zzzw, v3.xxxy
sample r2.xyzw, r1.ywyy, t0.xyzw, s0
sample r3.xyzw, r0.ywyy, t0.xyzw, s0
sample r4.xyzw, v3.xyxx, t0.xyzw, s0
add r0.x, r3.x, -r4.x
add r1.z, r2.x, -r4.x
mul r0.xz, r0.xxzx, r1.xxzx
mul r0.w, cb0[16].y, cb0[16].x
mov r0.y, -r0.w
add r0.xyz, r0.xyzx, l(0.000000, -0.000010, 0.000000, 0.000000)
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mul r1.xy, r0.xyxx, l(1.000000, 0.000000, 0.000000, 0.000000)
mul_sat r0.w, v3.y, cb0[11].z
mul r0.w, r0.w, cb0[11].x
mul r1.xy, r0.wwww, r1.xyxx
mov r1.z, l(0)
add r1.xyz, r1.xyzx, v1.xywx
div r1.xy, r1.xyxx, r1.zzzz
sample r1.xyzw, r1.xyxx, t1.xyzw, s2
mul r1.xyz, r1.xyzx, cb0[12].yyyy
mul r2.xyz, r1.xyzx, cb0[14].xyzx
mul r1.xyz, r1.xyzx, cb0[13].xyzx
add r1.xyz, r1.xyzx, r1.xyzx
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), -r1.xyzx
dp3 r0.w, v2.xyzx, v2.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, v2.xyzx
dp3 r0.w, r3.xyzx, r0.xyzx
mad_sat r0.w, |r0.w|, l(0.850000), l(-0.100000)
mul r0.w, r0.w, r0.w
mad r1.xyz, r0.wwww, r2.xyzx, r1.xyzx
mov r2.x, v2.w
mov r2.y, l(0)
sample r2.xyzw, r2.xyxx, t2.xyzw, s1
add r2.xyz, -r1.xyzx, r2.xyzx
mul r0.w, cb1[4].w, l(4.060000)
round_ni r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
mul r0.w, r0.w, r2.w
mad r1.xyz, r0.wwww, r2.xyzx, r1.xyzx
dp4 r0.w, l(-0.300000, -0.300000, -1.000000, -1.000000), r0.xxzz
mad r0.xyz, r0.xyzx, -r0.wwww, l(-0.300000, 0.000000, -1.000000, 0.000000)
dp3_sat r0.x, r0.xyzx, r3.xyzx
log r0.x, r0.x
mul r0.x, r0.x, cb0[11].w
exp r0.x, r0.x
mul r0.xyz, r0.xxxx, cb0[17].xyzx
mad o0.xyz, r0.xyzx, cb0[12].xxxx, r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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