//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:14:03 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
//   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
//   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
//      = 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 [unused]
//   float4 g_vAnisotropy;              // Offset: 1280 Size:    16 [unused]
//   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 [unused]
//   float3 textureCoordsP2;            // Offset: 1920 Size:    12 [unused]
//   float3 chunkInSectorCoords;        // Offset: 1936 Size:    12 [unused]
//   float4 chunkInfo;                  // Offset: 1952 Size:    16 [unused]
//   float4 g_vSettings;                // Offset: 1968 Size:    16
//   float4 g_vPlaneSettings;           // Offset: 1984 Size:    16 [unused]
//   float4 g_vPlaneOffset;             // Offset: 2000 Size:    16 [unused]
//   float3 GrayK;                      // Offset: 2016 Size:    12
//      = 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
// shadowSamplerF                  sampler_c      NA          NA    1        1
// SamplerLerp                       sampler      NA          NA    2        1
// SkyTextureSampler                 sampler      NA          NA    3        1
// CloudsShadowsSampler              texture  float4          2d    0        1
// SkyTextureSampler                 texture  float4          2d    1        1
// g_tDepthTexture                   texture  float4     2darray    2        1
// g_tRTDiffuse                      texture  float4          2d    3        1
// g_tDetail0                        texture  float4          2d    4        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     zw
// TEXCOORD                 1   xyz         2     NONE   float   xyz 
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float       
// TEXCOORD                 5   xyz         6     NONE   float   xyz 
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[127], dynamicIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_comparison
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2darray (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_input_ps linear centroid v1.zw
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyzw
dcl_output o0.xyzw
dcl_temps 8
lt r0.xyzw, cb0[30].xyzw, v3.wwww
and r0.xyzw, r0.xyzw, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
dp4 r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.xyzw
lt r1.xyzw, cb0[31].xyzw, v3.wwww
and r1.xyzw, r1.xyzw, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
dp4 r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r1.xyzw
add r0.z, r0.y, r0.x
ftou r0.w, r0.z
mad r1.xy, v3.xyxx, cb0[r0.w + 32].zwzz, cb0[r0.w + 32].xyxx
mad r1.z, v3.z, cb0[r0.w + 40].y, cb0[r0.w + 40].x
mul r1.w, v3.w, cb0[21].z
lt r2.xyzw, cb0[30].xyzw, r1.wwww
and r2.xyzw, r2.xyzw, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
dp4 r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), r2.xyzw
lt r3.xyzw, cb0[31].xyzw, r1.wwww
and r3.xyzw, r3.xyzw, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
dp4 r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r3.xyzw
add r2.z, r1.w, r2.x
lt r1.w, r0.z, r2.z
if_nz r1.w
  ftou r1.w, r2.z
  mad r3.xy, v3.xyxx, cb0[r1.w + 32].zwzz, cb0[r1.w + 32].xyxx
  mad r1.w, v3.z, cb0[r1.w + 40].y, cb0[r1.w + 40].x
  mad r2.w, -cb0[r0.w + 40].w, cb0[21].w, v3.w
  mad r0.w, -cb0[r0.w + 40].w, cb0[21].w, cb0[r0.w + 40].w
  div r0.w, r2.w, r0.w
else 
  mov r3.xy, r1.xyxx
  mov r1.w, r1.z
  mov r2.z, r0.z
  mov r0.w, l(0)
endif 
lt r2.w, l(0.000000), r0.w
mov r3.zw, l(0,0,0,-1)
loop 
  ilt r4.x, l(1), r3.w
  breakc_nz r4.x
  itof r4.y, r3.w
  mov r4.z, r3.z
  mov r4.w, l(-1)
  loop 
    ilt r5.x, l(1), r4.w
    breakc_nz r5.x
    itof r4.x, r4.w
    mul r5.xy, r4.xyxx, cb0[20].xxxx
    mad r0.xy, r5.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), r1.xyxx
    sample_c_lz r0.x, r0.xyzx, t2.xxxx, s1, r1.z
    if_nz r2.w
      mad r2.xy, r5.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), r3.xyxx
      sample_c_lz r0.y, r2.xyzx, t2.xxxx, s1, r1.w
      add r0.y, -r0.x, r0.y
      mad r0.x, r0.w, r0.y, r0.x
    endif 
    add r4.z, r0.x, r4.z
    iadd r4.w, r4.w, l(1)
  endloop 
  mov r3.z, r4.z
  iadd r3.w, r3.w, l(1)
endloop 
mul r0.x, r3.z, l(0.111111112)
mad r0.y, -r3.z, l(0.111111112), l(1.000000)
mad r0.x, v2.z, r0.y, r0.x
sample r0.yzw, v1.zwzz, t3.wxyz, s2
mul r1.xy, v4.xyxx, l(0.050000, 0.050000, 0.000000, 0.000000)
sample r1.x, r1.xyxx, t4.zxyw, s2
add r1.yz, v4.xxyx, v4.xxyx
sample r1.y, r1.yzyy, t4.yxzw, s2
sample r1.z, v2.xyxx, t0.xzyw, s0
add r1.z, r1.z, l(-1.000000)
mad r1.z, cb0[4].z, r1.z, l(1.000000)
mul r0.x, r0.x, r1.z
sample r2.xyzw, v4.zwzz, t1.xyzw, s3
add r0.yzw, r0.yyzw, l(0.000000, -0.500000, -0.500000, -0.500000)
mad r0.yzw, cb0[123].xxxx, r0.yyzw, l(0.000000, 0.500000, 0.500000, 0.500000)
max r1.z, -cb0[52].y, l(0.000000)
mul r3.xyz, r1.zzzz, cb0[53].xyzx
mad r3.xyz, r3.xyzx, r0.xxxx, cb0[51].xyzx
add r1.x, r1.y, r1.x
mul r0.yzw, r0.yyzw, r1.xxxx
mul r0.yzw, r0.yyzw, l(0.000000, 0.500000, 0.500000, 0.500000)
dp3 r1.x, r0.yzwy, cb0[126].xyzx
add r1.x, r1.x, l(-0.600000)
mul r1.x, r1.x, l(5.000000)
max r1.x, r1.x, l(0.000000)
dp3 r1.y, v6.xyzx, v6.xyzx
rsq r1.y, r1.y
mad r4.xyz, -v6.xyzx, r1.yyyy, -cb0[52].xyzx
mul r4.xyz, r4.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
dp3 r1.y, r4.xyzx, r4.xyzx
rsq r1.y, r1.y
mul_sat r1.y, r1.y, r4.y
min r1.xz, r1.xxzx, l(2.000000, 0.000000, 0.010000, 0.000000)
mul r1.y, r1.y, r1.z
mul r1.y, r1.y, l(100.000000)
log r1.y, r1.y
mul r1.y, r1.y, cb0[70].x
exp r1.y, r1.y
mul r1.yzw, r1.yyyy, cb0[53].xxyz
mul r1.xyz, r1.xxxx, r1.yzwy
mul r1.xyz, r1.xyzx, cb0[70].yyyy
mul r1.xyz, r0.xxxx, r1.xyzx
mad r0.xyz, r0.yzwy, r3.xyzx, r1.xyzx
mov_sat r1.xyz, v7.xyzx
lt r0.w, cb0[62].w, l(0.500000)
if_nz r0.w
  add r3.xyz, -r0.xyzx, r2.xyzx
  mad r3.xyz, r1.xyzx, r3.xyzx, r0.xyzx
endif 
if_z r0.w
  mov_sat r0.w, v7.w
  mul r1.w, r2.w, r2.w
  mad r4.xyz, cb0[53].xyzx, r1.wwww, cb0[51].xyzx
  ge r1.w, cb0[59].z, l(0.000000)
  if_nz r1.w
    mad r5.xyz, cb0[61].xyzx, r4.xyzx, -r0.xyzx
    mad r5.xyz, r0.wwww, r5.xyzx, r0.xyzx
    add r6.xyz, r2.xyzx, -r5.xyzx
    mad r3.xyz, r1.xyzx, r6.xyzx, r5.xyzx
  else 
    mul r1.w, -cb0[60].w, cb0[62].z
    min r1.w, r1.w, l(1.000000)
    lt r2.w, r1.w, l(0.999900)
    if_nz r2.w
      mul r1.w, r1.w, r1.w
      mad r5.xyz, cb0[61].xyzx, r4.xyzx, -r0.xyzx
      mad r5.xyz, r0.wwww, r5.xyzx, r0.xyzx
      add r6.xyz, r2.xyzx, -r5.xyzx
      mad r5.xyz, r1.xyzx, r6.xyzx, r5.xyzx
      add r6.xyz, -r0.xyzx, r2.xyzx
      mad r6.xyz, r1.xyzx, r6.xyzx, r0.xyzx
      mad r7.xyz, cb0[61].xyzx, r4.xyzx, -r6.xyzx
      mad r6.xyz, r0.wwww, r7.xyzx, r6.xyzx
      add r6.xyz, -r5.xyzx, r6.xyzx
      mad r3.xyz, r1.wwww, r6.xyzx, r5.xyzx
    else 
      add r2.xyz, -r0.xyzx, r2.xyzx
      mad r0.xyz, r1.xyzx, r2.xyzx, r0.xyzx
      mad r1.xyz, cb0[61].xyzx, r4.xyzx, -r0.xyzx
      mad r3.xyz, r0.wwww, r1.xyzx, r0.xyzx
    endif 
  endif 
endif 
mov o0.xyz, r3.xyzx
mov o0.w, l(0)
ret 
// Approximately 145 instruction slots used
