//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:11:45 2018
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 g_vDitherSettings;          // Offset:    0 Size:    16 [unused]
//   float4 g_vKSettings;               // Offset:   16 Size:    16 [unused]
//   float4x4 g_mPrevObjViewProj;       // Offset:   32 Size:    64 [unused]
//   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]
//   float4 g_avVolumeSpheres[40];      // Offset:  496 Size:   640 [unused]
//   float4 g_vCamPos;                  // Offset: 1136 Size:    16 [unused]
//   float4x4 g_mProj;                  // Offset: 1152 Size:    64 [unused]
//   float4x4 g_mView;                  // Offset: 1216 Size:    64 [unused]
//   float4x4 g_mIView;                 // Offset: 1280 Size:    64 [unused]
//   float4x4 g_mViewProj;              // Offset: 1344 Size:    64 [unused]
//   float4 g_vMaskCoord;               // Offset: 1408 Size:    16 [unused]
//   float4 g_vTerrainNormCoord;        // Offset: 1424 Size:    16 [unused]
//   float4 g_vOffset;                  // Offset: 1440 Size:    16 [unused]
//   float4 g_vPixelOffset;             // Offset: 1456 Size:    16 [unused]
//   float4 g_avFaceK[2];               // Offset: 1472 Size:    32 [unused]
//   float4 g_vConstraints;             // Offset: 1504 Size:    16 [unused]
//   float4 g_vExclusionMask;           // Offset: 1520 Size:    16
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vOrientAxis;              // Offset: 1536 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x00000000 
//   float4 g_avTreeCenter[128];        // Offset: 1552 Size:  2048 [unused]
//   float4x4 g_mCloudsShadowsSpace;    // Offset: 3600 Size:    64 [unused]
//   float4 g_vCloudsShadowDesc;        // Offset: 3664 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// mySampler                         sampler      NA          NA    0        1
// MaskPointSampler                  sampler      NA          NA    1        1
// MaskPointSampler                  texture  float4          2d    0        1
// mySampler                         texture  float4          2d    1        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   xyz         3     NONE   float   xyz 
// TEXCOORD                 3   xyzw        4     NONE   float       
// COLOR                    0   xyzw        5     NONE   float       
// COLOR                    1   xyzw        6     NONE   float       
// TEXCOORD                 4   xyzw        7     NONE   float       
// TEXCOORD                 5   xy          8     NONE   float   xy  
//
//
// 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[96], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear centroid v1.xy
dcl_input_ps linear v3.xyz
dcl_input_ps linear v8.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 2
sample r0.xyzw, v3.xyxx, t0.xyzw, s1
mul r0.xy, r0.yzyy, cb0[95].yzyy
max r0.x, r0.y, r0.x
lt r0.x, l(0.500000), r0.x
if_nz r0.x
  discard_nz l(-1)
  mov r0.x, l(0)
else 
  sample r1.xyzw, v1.xyxx, t1.xyzw, s0
  mul r0.x, r1.w, l(0.500000)
  lt r0.w, r1.w, l(0.500000)
  if_nz r0.w
    discard_nz l(-1)
  endif 
endif 
mov r0.yz, l(0,0.500000,0,0)
mov o0.xyzw, r0.yyzx
mov o1.xyzw, v3.zzzz
mov o2.xy, v8.xyxx
mov o2.zw, l(0,0,0,0)
ret 
// Approximately 21 instruction slots used
