//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:11:46 2018
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 g_vDitherSettings;          // Offset:    0 Size:    16 [unused]
//   float4 g_vKSettings;               // Offset:   16 Size:    16
//   float4x4 g_mPrevObjViewProj;       // Offset:   32 Size:    64
//   float4 specColor;                  // Offset:   96 Size:    16 [unused]
//   float4 ControlData;                // Offset:  112 Size:    16 [unused]
//   float4 difColor;                   // Offset:  128 Size:    16 [unused]
//   float4 ambient;                    // Offset:  144 Size:    16 [unused]
//   float4 lightCount;                 // Offset:  160 Size:    16 [unused]
//   float4 g_avLightPos[4];            // Offset:  176 Size:    64 [unused]
//   float4 g_avLightColor[4];          // Offset:  240 Size:    64 [unused]
//   float4 g_avConeDir[4];             // Offset:  304 Size:    64 [unused]
//   float4 g_vAmbientSettings;         // Offset:  368 Size:    16 [unused]
//   float4 g_vScreenDepthRect;         // Offset:  384 Size:    16 [unused]
//   
//   struct
//   {
//       
//       float4 vDesc;                  // Offset:  400
//       float4 vFogLayerPlane;         // Offset:  416
//       float4 vFogLayerColor;         // Offset:  432
//       float4 vFogLayerSettings;      // Offset:  448
//       float4 vFogColor;              // Offset:  464
//       float4 vFogDistance;           // Offset:  480
//
//   } g_FogDesc;                       // Offset:  400 Size:    96 [unused]
//   float4x4 g_mViewProj;              // Offset:  496 Size:    64
//   float4x4 g_mView;                  // Offset:  560 Size:    64 [unused]
//   float4 g_vOffset;                  // Offset:  624 Size:    16 [unused]
//   float4 g_vPixelOffset;             // Offset:  640 Size:    16 [unused]
//   float4 g_vMaskCoord;               // Offset:  656 Size:    16 [unused]
//   float4 g_vTerrainNormCoord;        // Offset:  672 Size:    16 [unused]
//   float4 g_vExclusionMask;           // Offset:  688 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_avFaceK[2];               // Offset:  704 Size:    32 [unused]
//   float4 g_vCamPos;                  // Offset:  736 Size:    16 [unused]
//   float4 g_vConstraints;             // Offset:  752 Size:    16 [unused]
//   float4 g_avTreeCenter[128];        // Offset:  768 Size:  2048 [unused]
//   float4x4 g_mCloudsShadowsSpace;    // Offset: 2816 Size:    64 [unused]
//   float4 g_vCloudsShadowDesc;        // Offset: 2880 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// mySampler                         sampler      NA          NA    0        1
// mySampler                         texture  float4          2d    0        1
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyzw        1     NONE   float   xy  
// TEXCOORD                 1   xyzw        2     NONE   float       
// TEXCOORD                 2   xyzw        3     NONE   float       
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// COLOR                    0   xyzw        5     NONE   float       
// COLOR                    1   xyzw        6     NONE   float       
// TEXCOORD                 4   xyzw        7     NONE   float       
// TEXCOORD                 5   xyz         8     NONE   float   xyz 
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
// SV_Target                2   xyzw        2   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[35], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v8.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 4
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
lt r0.x, r0.w, l(0.250000)
if_nz r0.x
  discard_nz l(-1)
endif 
dp3 r0.x, v4.xyzx, v4.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v4.xyzx
mad o0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
lt r0.x, cb0[1].x, l(0.500000)
if_nz r0.x
  mov r0.xy, l(0,0,0,0)
else 
  mov r1.xyz, v8.xyzx
  mov r1.w, l(1.000000)
  dp4 r2.x, r1.xyzw, cb0[31].xyzw
  dp4 r2.y, r1.xyzw, cb0[32].xyzw
  dp4 r2.z, r1.xyzw, cb0[34].xyzw
  div r2.xy, r2.xyxx, r2.zzzz
  dp4 r3.x, r1.xyzw, cb0[2].xyzw
  dp4 r3.y, r1.xyzw, cb0[3].xyzw
  dp4 r1.x, r1.xyzw, cb0[5].xyzw
  div r1.xy, r3.xyxx, r1.xxxx
  add r0.xz, -r1.xxyx, r2.xxyx
  mul r0.y, -r0.z, cb0[1].y
  dp2 r0.z, r0.xyxx, r0.xyxx
  sqrt r0.z, r0.z
  lt r1.x, l(2.000000), r0.z
  if_nz r1.x
    div r0.z, l(2.000000), r0.z
    mul r0.xy, r0.zzzz, r0.xyxx
  endif 
endif 
mul o0.w, r0.w, l(0.500000)
mov o1.x, v4.w
mov o1.yzw, l(0,0,0,0)
mov o2.xy, r0.xyxx
mov o2.zw, l(0,0,0,0)
ret 
// Approximately 39 instruction slots used
