//
// 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
// {
//
//   struct
//   {
//       
//       float4 vDesc;                  // Offset:    0
//       float4 vFogLayerPlane;         // Offset:   16
//       float4 vFogLayerColor;         // Offset:   32
//       float4 vFogLayerSettings;      // Offset:   48
//       float4 vFogColor;              // Offset:   64
//       float4 vFogDistance;           // Offset:   80
//
//   } g_FogDesc;                       // Offset:    0 Size:    96
//   float4 g_vAmbient;                 // Offset:   96 Size:    16
//   float4 g_vLightColor;              // Offset:  112 Size:    16
//   float3 g_vLightDir;                // Offset:  128 Size:    12
//   float4x4 g_mCloudsShadowsSpace;    // Offset:  144 Size:    64 [unused]
//   float4 g_vCloudsShadowDesc;        // Offset:  208 Size:    16 [unused]
//   float4 g_vCamPos;                  // Offset:  224 Size:    16
//   float4 g_vCenter;                  // Offset:  240 Size:    16
//   float4x4 g_mViewProj;              // Offset:  256 Size:    64 [unused]
//   float4 g_vSettings0;               // Offset:  320 Size:    16 [unused]
//   float4 g_vSettings1;               // Offset:  336 Size:    16 [unused]
//   float4 g_vSettings2;               // Offset:  352 Size:    16 [unused]
//   float4 g_vScreenRect;              // Offset:  368 Size:    16 [unused]
//   float3 g_vPlaneN;                  // Offset:  384 Size:    12 [unused]
//   float4x4 g_mIWorld;                // Offset:  400 Size:    64 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DiffSampler                       sampler      NA          NA    0        1
// NoiseSampler                      sampler      NA          NA    1        1
// SkySampler                        sampler      NA          NA    2        1
// SkySampler                        texture  float4          2d    0        1
// NoiseSampler                      texture  float4          3d    1        1
// DiffSampler                       texture  float4          3d    2        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   xyzw
// TEXCOORD                 1   xyz         2     NONE   float   xyz 
// TEXCOORD                 2   xyz         3     NONE   float       
// TEXCOORD                 3   xyzw        4     NONE   float    y w
// TEXCOORD                 4   xyzw        5     NONE   float       
// TEXCOORD                 5   xyzw        6     NONE   float   xy w
// TEXCOORD                 6   xyzw        7     NONE   float       
// TEXCOORD                 7   xyz         8     NONE   float   xyz 
// TEXCOORD                 8   xyz         9     NONE   float       
// SV_ClipDistance          0   x          10  CLIPDST   float       
// SV_ClipDistance          1    y         10  CLIPDST   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[16], 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_texture3d (float,float,float,float) t1
dcl_resource_texture3d (float,float,float,float) t2
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyz
dcl_input_ps linear v4.yw
dcl_input_ps linear v6.xyw
dcl_input_ps linear v8.xyz
dcl_output o0.xyzw
dcl_temps 3
add r0.xyz, -v8.xyzx, cb0[14].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
sqrt r0.w, r0.w
div r0.xyz, r0.xyzx, r0.wwww
dp3 r0.x, r0.xyzx, cb0[8].xyzx
lt r0.y, r0.x, l(0.000000)
if_nz r0.y
  mov r0.y, l(0.750000)
else 
  mad r0.x, r0.x, r0.x, l(1.000000)
  mul r0.y, r0.x, l(0.750000)
endif 
mul r0.x, r0.w, cb0[5].x
min r0.x, r0.x, l(1.000000)
dp3 r0.z, cb0[4].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r0.w, r0.x, cb0[0].x
if_nz r0.w
  mul r0.w, r0.x, cb0[0].y
  div r0.w, r0.w, cb0[0].x
else 
  add r1.xy, -cb0[0].yxyy, l(1.000000, 1.000000, 0.000000, 0.000000)
  add r1.z, r0.x, -cb0[0].x
  mul r1.x, r1.z, r1.x
  div r1.x, r1.x, r1.y
  add r0.w, r1.x, cb0[0].y
endif 
mul r1.xyz, r0.wwww, cb0[4].xyzx
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, cb0[4].wwww
exp r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, l(-1.442695, -1.442695, -1.442695, 0.000000)
exp r1.xyz, r1.xyzx
add r1.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r0.zw, l(0.000000, 0.000000, 0.001000, 0.800000), r0.zzzx
and r0.z, r0.z, r0.w
if_nz r0.z
  add r0.x, r0.x, l(-0.800000)
  mul r0.x, r0.x, l(5.000000)
  add r2.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  mad r1.xyz, r0.xxxx, r2.xyzx, r1.xyzx
endif 
add r0.x, cb0[5].w, l(-0.250000)
add r0.x, r0.x, r0.x
dp3 r0.z, r1.xyzx, l(0.333300, 0.333300, 0.333300, 0.000000)
add r2.xyz, -r1.xyzx, r0.zzzz
mad r0.xzw, r0.xxxx, r2.xxyz, r1.xxyz
div r1.xy, v6.xyxx, v6.wwww
sample r1.xyzw, r1.xyxx, t0.xyzw, s2
lt r1.w, l(0.000000), v4.y
if_nz r1.w
  sample r2.xyzw, v2.xyzx, t1.xyzw, s1
  add r2.xyz, r2.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
  mul r2.xyz, r2.xyzx, l(0.030000, 0.030000, 0.030000, 0.000000)
  mov_sat r1.w, v4.y
  mad r2.xyz, r2.xyzx, r1.wwww, v1.xyzx
else 
  mov r2.xyz, v1.xyzx
endif 
sample r2.xyzw, r2.xyzx, t2.xyzw, s0
mul r2.xyw, r2.yyyy, cb0[7].xyxz
mad r2.xyw, r2.xyxw, r0.yyyy, cb0[6].xyxz
add r1.xyz, r1.xyzx, -r2.xywx
mad o0.xyz, r0.xzwx, r1.xyzx, r2.xywx
mov_sat r0.x, v4.w
mul r0.x, r0.x, cb0[15].w
mul r0.x, r0.x, v1.w
mul o0.w, r0.x, r2.z
ret 
// Approximately 68 instruction slots used
