//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:13:08 2018
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 g_mCloudsShadowsSpace;    // Offset:    0 Size:    64 [unused]
//   float4 g_vCloudsShadowDesc;        // Offset:   64 Size:    16
//   float4 g_vKSettings;               // Offset:   80 Size:    16 [unused]
//   float4x4 g_mPrevObjViewProj;       // Offset:   96 Size:    64 [unused]
//   
//   struct
//   {
//       
//       float4x4 mLightSpaceInverse;   // Offset:  160
//       float4x4 mLightSpace;          // Offset:  224
//       float4 vShadowBias;            // Offset:  288
//       float4 vBiasDir;               // Offset:  304
//       float4 vSmoothOffs;            // Offset:  320
//       float4 vShadowsDesc;           // Offset:  336
//       float4 avCPlane[8];            // Offset:  352
//       float4 avCascadeZ[2];          // Offset:  480
//       float4 avUVTransform[8];       // Offset:  512
//       float4 avZTransformZF[8];      // Offset:  640
//
//   } g_ShadSettings;                  // Offset:  160 Size:   608 [unused]
//   float4 specColor;                  // Offset:  768 Size:    16 [unused]
//   float4 ControlData;                // Offset:  784 Size:    16 [unused]
//   float4 difColor;                   // Offset:  800 Size:    16 [unused]
//   float4 ambient;                    // Offset:  816 Size:    16
//   float4 g_vDefLightDir;             // Offset:  832 Size:    16 [unused]
//   float4 g_vDefLightColor;           // Offset:  848 Size:    16
//   float4 g_vDefSpecColor;            // Offset:  864 Size:    16 [unused]
//   uint CS_FRONT;                     // Offset:  880 Size:     4 [unused]
//      = 0x00000000 
//   uint CS_RIGHT;                     // Offset:  884 Size:     4 [unused]
//      = 0x00000001 
//   uint CS_BACK;                      // Offset:  888 Size:     4 [unused]
//      = 0x00000002 
//   uint CS_LEFT;                      // Offset:  892 Size:     4 [unused]
//      = 0x00000003 
//   uint CS_TOP;                       // Offset:  896 Size:     4 [unused]
//      = 0x00000004 
//   uint CS_BOTTOM;                    // Offset:  900 Size:     4 [unused]
//      = 0x00000005 
//   float4 g_vAmbientSettings;         // Offset:  912 Size:    16 [unused]
//   float4 g_vScreenDepthRect;         // Offset:  928 Size:    16 [unused]
//   
//   struct
//   {
//       
//       float4 vDesc;                  // Offset:  944
//       float4 vFogLayerPlane;         // Offset:  960
//       float4 vFogLayerColor;         // Offset:  976
//       float4 vFogLayerSettings;      // Offset:  992
//       float4 vFogColor;              // Offset: 1008
//       float4 vFogDistance;           // Offset: 1024
//
//   } g_FogDesc;                       // Offset:  944 Size:    96
//   float4 g_vForestPlaneThreshold;    // Offset: 1040 Size:    16 [unused]
//      = 0x44a28000 0x3b03126f 0x00000000 0x00000000 
//   float4 LowDeepColor;               // Offset: 1056 Size:    16 [unused]
//      = 0x3e99999a 0x3ecccccd 0x3ecccccd 0x00000000 
//   float4 SeaColor;                   // Offset: 1072 Size:    16 [unused]
//      = 0x3dcccccd 0x3e99999a 0x3e99999a 0x00000000 
//   float4 DetailScale;                // Offset: 1088 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vIceScale;                // Offset: 1104 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vSpecSettings;            // Offset: 1120 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vSeaCorrection;           // Offset: 1136 Size:    16 [unused]
//   float4 g_vSeaDesc;                 // Offset: 1152 Size:    16 [unused]
//      = 0x3ecccccd 0x3f19999a 0x40800000 0x3f7ae148 
//   float4 g_vSeaHarmonics;            // Offset: 1168 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vWaterDesc;               // Offset: 1184 Size:    16 [unused]
//      = 0x3ecccccd 0x3f19999a 0x40800000 0x3f7ae148 
//   float4 g_vWaterColor;              // Offset: 1200 Size:    16 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//   float4 g_vWaterSpecColor;          // Offset: 1216 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x42a00000 
//   float4 Anim;                       // Offset: 1232 Size:    16 [unused]
//   float4 g_vAsyncTextureSize;        // Offset: 1248 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x00000000 0x00000000 
//   float4 g_vRTTexSize;               // Offset: 1264 Size:    16
//   float4 g_vAnisotropy;              // Offset: 1280 Size:    16
//   float2 TexelOffs[9];               // Offset: 1296 Size:   136 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x00000000 
//        0xba800000 0x00000000 0x00000000 0x00000000 
//        0x3a800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0xba800000 0x00000000 0x00000000 
//        0x00000000 0x3a800000 0x00000000 0x00000000 
//        0xbb000000 0xbb000000 0x00000000 0x00000000 
//        0x3b000000 0xbb000000 0x00000000 0x00000000 
//        0x3b000000 0x3b000000 0x00000000 0x00000000 
//        0xbb000000 0x3b000000 
//   float4 g_avGroundColor[9];         // Offset: 1440 Size:   144 [unused]
//   float4x4 g_mWorldViewProjection;   // Offset: 1584 Size:    64 [unused]
//   float4x4 g_mView;                  // Offset: 1648 Size:    64 [unused]
//   float4x4 g_mWorldView;             // Offset: 1712 Size:    64 [unused]
//   float3 chunkColor;                 // Offset: 1776 Size:    12 [unused]
//   float3 g_deltaCam;                 // Offset: 1792 Size:    12 [unused]
//   float4 mapSize;                    // Offset: 1808 Size:    16 [unused]
//   float4 skirtInfo;                  // Offset: 1824 Size:    16 [unused]
//   float4x4 g_textureRotation;        // Offset: 1840 Size:    64 [unused]
//   float3 textureCoordsP1;            // Offset: 1904 Size:    12
//   float3 textureCoordsP2;            // Offset: 1920 Size:    12
//   float3 chunkInSectorCoords;        // Offset: 1936 Size:    12 [unused]
//   float4 chunkInfo;                  // Offset: 1952 Size:    16 [unused]
//   float4 g_vSettings;                // Offset: 1968 Size:    16 [unused]
//   float4 g_vPlaneSettings;           // Offset: 1984 Size:    16 [unused]
//   float4 g_vPlaneOffset;             // Offset: 2000 Size:    16 [unused]
//   float3 GrayK;                      // Offset: 2016 Size:    12 [unused]
//      = 0x3eaa7efa 0x3eaa7efa 0x3eaa7efa 
//   float4 g_vForestFarSettings;       // Offset: 2032 Size:    16 [unused]
//   float4 DetailOffset;               // Offset: 2048 Size:    16 [unused]
//   float4 DetailSectorOffset;         // Offset: 2064 Size:    16 [unused]
//   float4 DetailSettings;             // Offset: 2080 Size:    16 [unused]
//   float4 ParalaxSettings;            // Offset: 2096 Size:    16 [unused]
//      = 0x3e19999a 0x3f800000 0x43480000 0x00000000 
//   float4 DetailH[64];                // Offset: 2112 Size:  1024 [unused]
//   float4 DetailRTCoords;             // Offset: 3136 Size:    16 [unused]
//   float4 g_vPRTSettings;             // Offset: 3152 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x42480000 0x3a000000 
//   float4 g_avMask[4];                // Offset: 3168 Size:    64 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0x3f800000 0x00000000 0x00000000 
//        0x00000000 0x00000000 0x3f800000 0x00000000 
//        0x00000000 0x00000000 0x00000000 0x3f800000 
//   float4 g_avPRTMask[4];             // Offset: 3232 Size:    64 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0x3f800000 0x00000000 0x00000000 
//        0x00000000 0x00000000 0x3f800000 0x00000000 
//        0x00000000 0x00000000 0x00000000 0x3f800000 
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// CloudsShadowsSampler              sampler      NA          NA    0        1
// SamplerLerp                       sampler      NA          NA    1        1
// TilesTextureSampler2              sampler      NA          NA    2        1
// ForestShadowsSampler              sampler      NA          NA    3        1
// ForestShuffleSampler              sampler      NA          NA    4        1
// NormalTextureSampler              sampler      NA          NA    5        1
// SkyTextureSampler                 sampler      NA          NA    6        1
// NormalTextureSampler              texture  float4          2d    0        1
// CloudsShadowsSampler              texture  float4          2d    1        1
// ForestShuffleSampler              texture  float4          2d    2        1
// TilesTextureSampler2              texture  float4          2d    3        1
// ForestShadowsSampler              texture  float4          2d    4        1
// SkyTextureSampler                 texture  float4          2d    5        1
// g_tRTDiffuse                      texture  float4          2d    6        1
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float       
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xy          3     NONE   float   xy  
// TEXCOORD                 3     zw        3     NONE   float     zw
// TEXCOORD                 2   xyzw        4     NONE   float   xy w
// TEXCOORD                 4   xy          5     NONE   float   xy  
// TEXCOORD                 5     zw        5     NONE   float     zw
// TEXCOORD                 6   xyz         6     NONE   float   xyz 
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[121], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, 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_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xy
dcl_input_ps linear v3.zw
dcl_input_ps linear v4.xyw
dcl_input_ps linear v5.xy
dcl_input_ps linear v5.zw
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyzw
dcl_output o0.xyzw
dcl_temps 10
sample r0.xyzw, v5.zwzz, t0.xyzw, s5
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
lt r0.w, cb0[80].y, l(0.500000)
if_nz r0.w
  sample_l r1.xyzw, v2.xyxx, t6.xyzw, s1, l(0.000000)
endif 
if_z r0.w
  mul r0.w, v4.w, cb0[80].x
  mul r0.w, r0.w, cb0[80].y
  dp3 r2.x, v6.xyzx, v6.xyzx
  rsq r2.x, r2.x
  mul r2.xyz, r2.xxxx, v6.xyzx
  dp3 r2.x, r2.xyzx, r0.xyzx
  max r2.x, r2.x, l(0.001000)
  div r0.w, r0.w, r2.x
  div r0.w, r0.w, cb0[79].y
  min r0.w, r0.w, l(64.000000)
  add r2.x, r0.w, l(0.500000)
  ftoi r2.x, r2.x
  ilt r2.y, l(1), r2.x
  if_nz r2.y
    mul r2.yz, v6.xxzx, l(0.000000, -1.000000, 1.000000, 0.000000)
    dp2 r2.w, r2.yzyy, r2.yzyy
    rsq r2.w, r2.w
    mul r2.yz, r2.wwww, r2.yyzy
    mul r2.yz, r2.yyzy, cb0[79].xxxx
    mul r2.yz, r0.wwww, r2.yyzy
    mad r3.xy, -r2.yzyy, l(0.500000, 0.500000, 0.000000, 0.000000), v2.xyxx
    imin r0.w, r2.x, l(5)
    itof r2.x, r0.w
    div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), r2.x
    mov r4.xyz, l(0,0,0,0)
    mov r3.zw, r3.xxxy
    mov r2.w, l(0)
    loop 
      ige r4.w, r2.w, r0.w
      breakc_nz r4.w
      max r4.w, r3.z, cb0[119].x
      max r5.x, r3.w, cb0[120].y
      min r6.x, r4.w, cb0[120].x
      min r6.y, r5.x, cb0[119].y
      sample_l r5.xyzw, r6.xyxx, t6.xyzw, s1, l(0.000000)
      add r4.xyz, r4.xyzx, r5.xyzx
      mad r3.zw, r2.yyyz, r2.xxxx, r3.zzzw
      iadd r2.w, r2.w, l(1)
    endloop 
    mul r1.xyz, r2.xxxx, r4.xyzx
  else 
    sample_l r1.xyzw, v2.xyxx, t6.xyzw, s1, l(0.000000)
  endif 
endif 
add r0.w, -r1.z, l(1.000000)
mad_sat r0.w, r1.x, r0.w, r1.y
lt r1.x, l(0.100000), r0.w
sample r2.xyzw, v3.zwzz, t2.xyzw, s4
mad r1.yz, r2.xxyx, l(0.000000, 2.000000, 2.000000, 0.000000), v3.xxyx
add r1.yz, r1.yyzy, l(0.000000, -1.000000, -1.000000, 0.000000)
sample r3.xyzw, r1.yzyy, t4.xyzw, s3
if_nz r1.x
  sample r1.xyzw, v2.zwzz, t1.xyzw, s0
  add r1.x, r1.y, l(-1.000000)
  mad r1.x, cb0[4].z, r1.x, l(1.000000)
  sample r4.xyzw, v5.xyxx, t3.xyzw, s2
  sample r5.xyzw, v4.xyxx, t5.xyzw, s6
  mul r1.yzw, v1.xxyz, cb0[53].xxyz
  mad r1.xyz, r1.yzwy, r1.xxxx, cb0[51].xyzx
  mul r1.xyz, r1.xyzx, r4.xyzx
  mul r2.xyw, r2.zzzz, r1.xyxz
  mov_sat r3.xzw, v7.xxyz
  lt r1.w, cb0[62].w, l(0.500000)
  if_nz r1.w
    mad r4.xyz, -r1.xyzx, r2.zzzz, r5.xyzx
    mad r6.xyz, r3.xzwx, r4.xyzx, r2.xywx
  endif 
  if_z r1.w
    mov_sat r1.w, v7.w
    mul r4.x, r5.w, r5.w
    mad r4.xyz, cb0[53].xyzx, r4.xxxx, cb0[51].xyzx
    ge r5.w, cb0[59].z, l(0.000000)
    if_nz r5.w
      mad r7.xyz, cb0[61].xyzx, r4.xyzx, -r2.xywx
      mad r7.xyz, r1.wwww, r7.xyzx, r2.xywx
      add r8.xyz, r5.xyzx, -r7.xyzx
      mad r6.xyz, r3.xzwx, r8.xyzx, r7.xyzx
    else 
      mul r5.w, -cb0[60].w, cb0[62].z
      min r5.w, r5.w, l(1.000000)
      lt r7.x, r5.w, l(0.999900)
      if_nz r7.x
        mul r5.w, r5.w, r5.w
        mad r7.xyz, cb0[61].xyzx, r4.xyzx, -r2.xywx
        mad r7.xyz, r1.wwww, r7.xyzx, r2.xywx
        add r8.xyz, r5.xyzx, -r7.xyzx
        mad r7.xyz, r3.xzwx, r8.xyzx, r7.xyzx
        mad r8.xyz, -r1.xyzx, r2.zzzz, r5.xyzx
        mad r8.xyz, r3.xzwx, r8.xyzx, r2.xywx
        mad r9.xyz, cb0[61].xyzx, r4.xyzx, -r8.xyzx
        mad r8.xyz, r1.wwww, r9.xyzx, r8.xyzx
        add r8.xyz, -r7.xyzx, r8.xyzx
        mad r6.xyz, r5.wwww, r8.xyzx, r7.xyzx
      else 
        mad r1.xyz, -r1.xyzx, r2.zzzz, r5.xyzx
        mad r1.xyz, r3.xzwx, r1.xyzx, r2.xywx
        mad r2.xyz, cb0[61].xyzx, r4.xyzx, -r1.xyzx
        mad r6.xyz, r1.wwww, r2.xyzx, r1.xyzx
      endif 
    endif 
  endif 
  dp3 r0.x, v6.xyzx, r0.xyzx
  max r0.x, r0.x, l(0.000000)
  add r0.y, r3.y, l(-1.000000)
  mad r0.x, r0.x, r0.y, l(1.000000)
  mul r0.x, r0.x, r0.w
  mul r0.x, r0.x, v1.w
  mul r6.w, r4.w, r0.x
  lt r0.x, r6.w, l(0.0392156877)
  if_nz r0.x
    discard_nz l(-1)
  endif 
  mov o0.xyzw, r6.xyzw
else 
  discard_nz l(-1)
endif 
ret 
// Approximately 124 instruction slots used
