//
// 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 [unused]
//   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
//   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
//   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
// ------------------------------ ---------- ------- ----------- ---- --------
// SamplerLerp                       sampler      NA          NA    0        1
// NormalTextureSampler              sampler      NA          NA    1        1
// NormalTextureSampler              texture  float4          2d    0        1
// g_tRTDiffuse                      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   xyzw
// TEXCOORD                 1   xyz         2     NONE   float       
// TEXCOORD                 2   xyzw        3     NONE   float       
// TEXCOORD                 3   xyzw        4     NONE   float       
// TEXCOORD                 4   xyzw        5     NONE   float      w
// 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[124], 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.xyzw
dcl_input_ps linear v5.w
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyzw
dcl_output o0.xyzw
dcl_temps 6
sample r0.xyz, v1.zwzz, t0.xyzw, s1
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.xyz, v1.xyxx, t1.xyzw, s0, l(0.000000)
endif 
if_z r0.w
  dp3 r0.w, r0.xyzx, r0.xyzx
  rsq r0.w, r0.w
  mul r2.xyz, r0.wwww, r0.xyzx
  mul r0.w, v5.w, cb0[80].x
  mul r0.w, r0.w, cb0[80].y
  dp3 r1.w, -v6.xyzx, -v6.xyzx
  rsq r1.w, r1.w
  mul r3.xyz, r1.wwww, -v6.xyzx
  dp3 r1.w, r3.xyzx, r2.xyzx
  max r1.w, r1.w, l(0.001000)
  div r0.w, r0.w, r1.w
  div r0.w, r0.w, cb0[79].y
  min r0.w, r0.w, l(64.000000)
  add r1.w, r0.w, l(0.500000)
  ftoi r1.w, r1.w
  ilt r2.x, l(1), r1.w
  if_nz r2.x
    mul r2.xy, v6.xzxx, l(1.000000, -1.000000, 0.000000, 0.000000)
    dp2 r2.z, r2.xyxx, r2.xyxx
    rsq r2.z, r2.z
    mul r2.xy, r2.zzzz, r2.xyxx
    mul r2.xy, r2.xyxx, cb0[79].xxxx
    mul r2.xy, r0.wwww, r2.xyxx
    mad r2.zw, -r2.xxxy, l(0.000000, 0.000000, 0.500000, 0.500000), v1.xxxy
    imin r0.w, r1.w, l(5)
    itof r1.w, r0.w
    div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.w
    mov r4.xy, r2.zwzz
    mov r3.xyzw, l(0,0,0,0)
    loop 
      ige r4.z, r3.w, r0.w
      breakc_nz r4.z
      max r4.z, r4.x, cb0[119].x
      max r4.w, r4.y, cb0[120].y
      min r5.x, r4.z, cb0[120].x
      min r5.y, r4.w, cb0[119].y
      sample_l r5.xyz, r5.xyxx, t1.xyzw, s0, l(0.000000)
      add r3.xyz, r3.xyzx, r5.xyzx
      mad r4.xy, r2.xyxx, r1.wwww, r4.xyxx
      iadd r3.w, r3.w, l(1)
    endloop 
    mul r1.xyz, r1.wwww, r3.xyzx
  else 
    sample_l r1.xyz, v1.xyxx, t1.xyzw, s0, l(0.000000)
  endif 
endif 
add r1.xyz, r1.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad r1.xyz, cb0[123].xxxx, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mul r1.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
dp3 r0.x, r0.xyzx, -cb0[52].xyzx
max r0.x, r0.x, l(0.000000)
mad r0.xyz, cb0[53].xyzx, r0.xxxx, cb0[51].xyzx
mul r0.xyz, r0.xyzx, r1.xyzx
lt r0.w, l(0.500000), cb0[62].w
if_nz r0.w
  mov_sat r0.w, v7.w
  mad r1.xyz, cb0[61].xyzx, cb0[51].xyzx, -r0.xyzx
  mad o0.xyz, r0.wwww, r1.xyzx, r0.xyzx
else 
  mov o0.xyz, r0.xyzx
endif 
dp3 r0.x, v7.xyzx, l(0.333300, 0.333300, 0.333300, 0.000000)
add r0.x, r0.x, l(-0.500000)
add_sat r0.x, r0.x, r0.x
add o0.w, -r0.x, l(1.000000)
ret 
// Approximately 73 instruction slots used
