//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:12:15 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
//   float4 g_vDefLightColor;           // Offset:  848 Size:    16
//   float4 g_vDefSpecColor;            // Offset:  864 Size:    16
//   uint CS_FRONT;                     // Offset:  880 Size:     4
//      = 0x00000000 
//   uint CS_RIGHT;                     // Offset:  884 Size:     4
//      = 0x00000001 
//   uint CS_BACK;                      // Offset:  888 Size:     4
//      = 0x00000002 
//   uint CS_LEFT;                      // Offset:  892 Size:     4
//      = 0x00000003 
//   uint CS_TOP;                       // Offset:  896 Size:     4
//      = 0x00000004 
//   uint CS_BOTTOM;                    // Offset:  900 Size:     4
//      = 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 [unused]
//   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
//      = 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
//      = 0x3ecccccd 0x3f19999a 0x40800000 0x3f7ae148 
//   float4 g_vSeaHarmonics;            // Offset: 1168 Size:    16
//      = 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
//      = 0x3f800000 0x3f800000 0x3f800000 0x42a00000 
//   float4 Anim;                       // Offset: 1232 Size:    16
//   float4 g_vAsyncTextureSize;        // Offset: 1248 Size:    16
//      = 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 [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 g_vWindDir;                 // Offset: 2048 Size:    16 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//   float4 DetailOffset;               // Offset: 2064 Size:    16 [unused]
//   float4 DetailSectorOffset;         // Offset: 2080 Size:    16 [unused]
//   float4 DetailSettings;             // Offset: 2096 Size:    16 [unused]
//   float4 ParalaxSettings;            // Offset: 2112 Size:    16 [unused]
//      = 0x3e19999a 0x3f800000 0x43480000 0x00000000 
//   float4 DetailH[64];                // Offset: 2128 Size:  1024 [unused]
//   float4 DetailRTCoords;             // Offset: 3152 Size:    16 [unused]
//   float4 g_vPRTSettings;             // Offset: 3168 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x42480000 0x3a000000 
//   float4 g_avMask[4];                // Offset: 3184 Size:    64 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0x3f800000 0x00000000 0x00000000 
//        0x00000000 0x00000000 0x3f800000 0x00000000 
//        0x00000000 0x00000000 0x00000000 0x3f800000 
//   float4 g_avPRTMask[4];             // Offset: 3248 Size:    64 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0x3f800000 0x00000000 0x00000000 
//        0x00000000 0x00000000 0x3f800000 0x00000000 
//        0x00000000 0x00000000 0x00000000 0x3f800000 
//
// }
//
// cbuffer CBLightSettings
// {
//
//   struct
//   {
//       
//       float4 vLightsListSettings2;   // Offset:    0
//       float4 vShadowLODYPos;         // Offset:   16
//       float4 vShadowLODXSZ;          // Offset:   32
//       float4 vShadowLODYSZ;          // Offset:   48
//       float4 vShadowTexRes;          // Offset:   64
//
//   } g_LightListSettings;             // Offset:    0 Size:    80
//   float4 g_avLODMask[4];             // Offset:   80 Size:    64
//   float4 g_avRot[6];                 // Offset:  144 Size:    96
//   float4 g_avLightsInfo[2048];       // Offset:  240 Size: 32768
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// CloudsShadowsSampler              sampler      NA          NA    0        1
// LightsShadowsSampler            sampler_c      NA          NA    1        1
// ReflectionSampler                 sampler      NA          NA    2        1
// SeaNormalsSampler                 sampler      NA          NA    3        1
// SkyTextureSampler                 sampler      NA          NA    4        1
// FoamMaskSampler                   sampler      NA          NA    5        1
// FoamNoiseSampler                  sampler      NA          NA    6        1
// EnvSampler                        sampler      NA          NA    7        1
// RippleSampler                     sampler      NA          NA    8        1
// SkyTextureSampler                 texture  float4          2d    0        1
// CloudsShadowsSampler              texture  float4          2d    1        1
// RippleSampler                     texture  float4          2d    2        1
// SeaNormalsSampler                 texture  float4          3d    3        1
// FoamNoiseSampler                  texture  float4          2d    4        1
// FoamMaskSampler                   texture  float4          2d    5        1
// ReflectionSampler                 texture  float4          2d    6        1
// EnvSampler                        texture  float4        cube    7        1
// g_tLightsShadows                  texture  float4          2d    8        1
// g_tLightsList                     texture   uint2          3d    9        1
// $Globals                          cbuffer      NA          NA    0        1
// CBLightSettings                   cbuffer      NA          NA    1        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   xy  
// TEXCOORD                 2   xyzw        3     NONE   float       
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xy w
// TEXCOORD                 5   xyz         6     NONE   float   xyz 
// TEXCOORD                 6   xyzw        7     NONE   float   xyz 
//
//
// 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[79], immediateIndexed
dcl_constantbuffer cb1[2063], dynamicIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_comparison
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_sampler s7, mode_default
dcl_sampler s8, 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_texture3d (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_resource_texturecube (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture3d (uint,uint,uint,uint) t9
dcl_input_ps linear centroid v1.zw
dcl_input_ps linear v2.xy
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyw
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyz
dcl_output o0.xyzw
dcl_temps 14
div r0.xy, v5.xyxx, v5.wwww
sample r1.xyz, v4.zwzz, t0.xyzw, s4
sample r0.z, v2.xyxx, t1.xzyw, s0
add r0.z, r0.z, l(-1.000000)
mad r0.z, cb0[4].z, r0.z, l(1.000000)
max r0.w, -cb0[52].y, l(0.000000)
mul r2.xyz, r0.wwww, cb0[53].xyzx
mad r2.xyz, r2.xyzx, r0.zzzz, cb0[51].xyzx
mul r3.xyz, r2.xyzx, cb0[67].xyzx
dp3 r0.w, v6.xyzx, v6.xyzx
rsq r1.w, r0.w
mul r4.xyz, r1.wwww, v6.xyzx
add r5.xy, v1.wzww, -cb0[78].wzww
div r6.x, -r5.x, cb0[78].y
div r6.y, r5.y, cb0[78].x
mul r5.xy, r6.xyxx, l(32.000000, 32.000000, 0.000000, 0.000000)
sample r5.xyzw, r5.xyxx, t2.xyzw, s8
mul r6.xyzw, v4.xyxy, l(0.00156250002, 0.00156250002, 0.012500, 0.012500)
mul r7.xy, r6.xyxx, cb0[72].xxxx
mul r7.xy, r7.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mov r7.z, cb0[77].x
sample r7.xy, r7.xyzx, t3.xzyw, s3
sqrt r0.w, r0.w
add r7.zw, r0.wwww, l(0.000000, 0.000000, -5000.000000, -3000.000000)
mul_sat r7.zw, r7.zzzw, l(0.000000, 0.000000, 0.000200, 0.001000)
lt r2.w, r7.z, l(0.999000)
if_nz r2.w
  mad r5.xyz, r5.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
  mul r5.xyz, r5.xyzx, l(0.500000, 1.000000, 0.500000, 0.000000)
  dp3 r2.w, r5.xyzx, r5.xyzx
  rsq r2.w, r2.w
  mul r8.xyz, r2.wwww, r5.xyzx
  mad r7.xy, r7.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
  add r0.w, r0.w, l(-1000.000000)
  mul_sat r0.w, r0.w, l(0.002000)
  mad r5.xyz, -r5.xyzx, r2.wwww, l(0.000000, 1.000000, 0.000000, 0.000000)
  mad r8.xyz, r0.wwww, r5.xyzx, r8.xyzx
  mad r8.xz, r7.xxyx, cb0[73].yyyy, r8.xxzx
  lt r0.w, l(0.001000), r7.z
  if_nz r0.w
    mov r8.w, r8.y
    add r5.xyz, -r8.xwzx, l(0.000000, 1.000000, 0.000000, 0.000000)
    mad r8.xyz, r7.zzzz, r5.xyzx, r8.xwzx
  endif 
else 
  mov r8.xyz, l(0,1.000000,0,0)
endif 
dp3 r0.w, r8.xyzx, r8.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, r8.xyzx
mul r7.xyz, r5.xyzx, l(0.500000, 1.000000, 0.500000, 0.000000)
dp3 r0.w, r7.xyzx, r7.xyzx
rsq r0.w, r0.w
mul r7.xyz, r0.wwww, r7.xyzx
mul r8.xz, r4.xxzx, l(0.100000, 0.000000, 0.100000, 0.000000)
mov r8.y, l(0)
min r0.w, r4.y, l(-0.010000)
add r0.w, r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
mad r8.xyz, -r8.xyzx, r0.wwww, r7.xyzx
dp3 r0.w, r8.xyzx, r8.xyzx
rsq r0.w, r0.w
mul r8.xyz, r0.wwww, r8.xyzx
sample r0.w, r6.zwzz, t4.xyzw, s6
sample r2.w, r6.xyxx, t5.xzwy, s5
mad r6.xy, r7.xzxx, l(0.200000, 0.200000, 0.000000, 0.000000), r0.xyxx
sample r6.xyz, r6.xyxx, t6.xyzw, s2
dp3 r3.w, r4.xyzx, r8.xyzx
lt r3.w, l(0.000000), r3.w
if_nz r3.w
  mov r8.w, -r8.y
else 
  mov r8.w, r8.y
endif 
dp3 r3.w, r4.xzyx, r8.xzwx
add r3.w, r3.w, r3.w
mad r9.xyz, r8.xwzx, -r3.wwww, r4.xyzx
mov r9.w, |r9.y|
sample r7.xyz, r9.xwzx, t7.xyzw, s7
mad r3.w, v6.y, l(0.002000), l(1.000000)
add r6.xyz, r6.xyzx, -r7.xyzx
dp3 r4.w, r6.xyzx, r6.xyzx
sqrt r4.w, r4.w
mul_sat r3.w, r3.w, r4.w
mad r6.xyz, r3.wwww, r6.xyzx, r7.xyzx
dp3_sat r3.w, -r4.xzyx, r8.xzwx
add r3.w, r3.w, l(1.000000)
mul r4.x, r3.w, r3.w
mul r4.x, r4.x, r4.x
mul r3.w, r3.w, r4.x
div r3.w, l(1.000000, 1.000000, 1.000000, 1.000000), r3.w
mul r3.w, r3.w, cb0[72].w
mad r2.xyz, -cb0[67].xyzx, r2.xyzx, r6.xyzx
mad r2.xyz, r3.wwww, r2.xyzx, r3.xyzx
mul r0.xy, r0.xyxx, cb1[0].xyxx
ftoi r3.yz, r0.xxyx
mov r3.w, l(0)
ld r0.xy, r3.yzww, t9.xyzw
umin r0.y, r0.y, l(17)
lt r4.x, l(0.500000), cb1[0].w
mov r4.yzw, l(0,0,0,0)
mov r6.x, l(1)
mov r3.x, l(0)
mov r6.y, r0.x
loop 
  ige r6.z, r6.x, r0.y
  breakc_nz r6.z
  if_nz r6.x
    iadd r3.x, r3.x, l(1)
    ld r6.y, r3.yzxw, t9.yxzw
  endif 
  ishl r6.z, r6.y, l(3)
  iadd r6.w, r6.z, l(1)
  ge r7.xy, cb1[r6.w + 15].xyxx, l(100.000000, 100.000000, 0.000000, 0.000000)
  if_nz r7.x
    add r7.z, l(-100.000000), cb1[r6.w + 15].x
  else 
    mov r7.z, cb1[r6.w + 15].x
  endif 
  if_nz r7.y
    add r8.y, l(-100.000000), cb1[r6.w + 15].y
  else 
    mov r8.y, cb1[r6.w + 15].y
  endif 
  lt r9.x, l(1.000000), cb1[r6.z + 15].w
  if_nz r9.x
    add r9.xyz, -v6.xyzx, cb1[r6.z + 15].xyzx
    dp3 r9.w, r9.xyzx, r9.xyzx
    sqrt r10.x, r9.w
    div r9.xyz, r9.xyzx, r10.xxxx
    mad r9.w, r9.w, cb1[r6.w + 15].w, l(1.000000)
    div r9.w, l(1.000000, 1.000000, 1.000000, 1.000000), r9.w
    add r9.w, r9.w, l(-0.100000)
    mul_sat r9.w, r9.w, l(1.11111116)
    iadd r10.x, r6.w, l(1)
    lt r10.y, l(2.000000), cb1[r6.z + 15].w
    if_nz r10.y
      add r10.z, l(-3.000000), cb1[r6.z + 15].w
      dp3 r10.w, r9.xyzx, cb1[r10.x + 15].xyzx
      add r11.x, -|r10.w|, l(1.000000)
      sqrt r11.x, r11.x
      mad r11.y, |r10.w|, l(-0.0187292993), l(0.074261)
      mad r11.y, r11.y, |r10.w|, l(-0.212114394)
      mad r11.y, r11.y, |r10.w|, l(1.57072878)
      mul r11.z, r11.x, r11.y
      mad r11.z, r11.z, l(-2.000000), l(3.14159274)
      lt r10.w, r10.w, -r10.w
      and r10.w, r10.w, r11.z
      mad r10.w, r11.y, r11.x, r10.w
      lt r11.x, r10.w, r10.z
      if_nz r11.x
        frc r11.x, cb1[r10.x + 15].w
        div r10.z, r10.w, r10.z
        add r10.z, -r11.x, r10.z
        add r10.w, -r11.x, l(1.000000)
        div_sat r10.z, r10.z, r10.w
        add r10.z, -r10.z, l(1.000000)
      else 
        mov r10.z, l(0)
      endif 
      mul r9.w, r9.w, r10.z
      lt r10.z, l(0.000000), r9.w
      ge r10.w, cb1[r10.x + 15].w, l(1.000000)
      and r10.z, r10.w, r10.z
      if_nz r10.z
        ftoi r10.z, cb1[r10.x + 15].w
        iadd r10.z, r10.z, l(-1)
      else 
        mov r10.z, l(-1)
      endif 
      mov r11.xyz, v6.xyzx
    else 
      lt r10.w, l(0.000000), r9.w
      and r7.y, r7.y, r10.w
      if_nz r7.y
        ge r7.y, cb1[r10.x + 15].w, l(1.000000)
        if_nz r7.y
          ftoi r7.y, cb1[r10.x + 15].w
          iadd r7.y, r7.y, l(-1)
          add r12.xyz, v6.xyzx, -cb1[r6.z + 15].xyzx
          lt r10.xw, |r12.xxxz|, r12.yyyy
          and r10.x, r10.w, r10.x
          if_nz r10.x
            mov r10.x, cb0[56].x
          else 
            lt r13.xy, r12.yyyy, -|r12.xzxx|
            and r10.w, r13.y, r13.x
            if_nz r10.w
              mov r10.x, cb0[56].y
            else 
              lt r10.w, |r12.x|, r12.z
              if_nz r10.w
                mov r10.x, cb0[55].x
              else 
                lt r10.w, r12.z, -|r12.x|
                if_nz r10.w
                  mov r10.x, cb0[55].z
                else 
                  ge r10.w, r12.x, l(0.000000)
                  if_nz r10.w
                    mov r10.x, cb0[55].y
                  else 
                    mov r10.x, cb0[55].w
                  endif 
                endif 
              endif 
            endif 
          endif 
          ult r10.w, r10.x, cb0[56].x
          if_nz r10.w
            dp2 r13.x, r12.xzxx, cb1[r10.x + 9].xyxx
            dp2 r13.z, r12.xzxx, cb1[r10.x + 9].zwzz
            mov r13.y, r12.y
          else 
            dp2 r13.y, r12.yzyy, cb1[r10.x + 9].xyxx
            dp2 r13.z, r12.yzyy, cb1[r10.x + 9].zwzz
            mov r13.x, r12.x
          endif 
          add r11.xyz, r13.xyzx, cb1[r6.z + 15].xyzx
          iadd r10.z, r7.y, r10.x
        else 
          mov r10.z, l(-1)
          mov r11.xyz, v6.xyzx
        endif 
      else 
        mov r10.z, l(-1)
        mov r11.xyz, v6.xyzx
      endif 
    endif 
    ige r7.y, r10.z, l(0)
    if_nz r7.y
      iadd r7.y, r6.w, l(3)
      or r10.x, r7.y, l(5)
      iadd r10.w, r10.x, l(1)
      or r11.w, r10.w, l(7)
      mul r12.xyzw, r11.yyyy, cb1[r10.x + 15].xyzw
      mad r12.xyzw, r11.xxxx, cb1[r7.y + 15].xyzw, r12.xyzw
      mad r12.xyzw, r11.zzzz, cb1[r10.w + 15].xyzw, r12.xyzw
      add r11.xyzw, r12.xyzw, cb1[r11.w + 15].xyzw
      div r11.xyz, r11.xyzx, r11.wwww
      lt r10.xw, l(1.000000, 0.000000, 0.000000, 1.000000), |r11.xxxy|
      or r7.y, r10.w, r10.x
      if_nz r7.y
        mov r10.x, l(0)
      endif 
      if_z r7.y
        mad r7.y, r11.x, l(0.500000), l(0.500000)
        mad r10.w, -r11.y, l(0.500000), l(0.500000)
        ushr r11.x, r10.z, l(5)
        and r10.z, r10.z, l(31)
        dp4 r11.y, cb1[2].xyzw, cb1[r11.x + 5].xyzw
        if_z r10.y
          mul r11.w, r11.y, cb1[4].x
          div r11.w, l(0.500000), r11.w
          add r12.x, -r11.w, l(1.000000)
          max r12.y, r7.y, r11.w
          min r7.y, r12.x, r12.y
          max r11.w, r10.w, r11.w
          min r10.w, r12.x, r11.w
        endif 
        utof r10.z, r10.z
        add r7.y, r7.y, r10.z
        mul r12.x, r11.y, r7.y
        dp4 r7.y, cb1[1].xyzw, cb1[r11.x + 5].xyzw
        dp2 r10.z, r10.wwww, r11.yyyy
        add r12.y, r7.y, r10.z
        sample_c_lz r10.x, r12.xyxx, t8.xxxx, s1, r11.z
        and r7.y, r4.x, r10.y
        if_nz r7.y
          add r13.yz, r12.xxyx, -cb1[4].zzwz
          sample_c_lz r7.y, r13.yzyy, t8.xxxx, s1, r11.z
          add r7.y, r7.y, r10.x
          add r13.xw, r12.xxxy, cb1[4].zzzw
          sample_c_lz r10.y, r13.xzxx, t8.xxxx, s1, r11.z
          add r7.y, r7.y, r10.y
          sample_c_lz r10.y, r13.ywyy, t8.xxxx, s1, r11.z
          add r7.y, r7.y, r10.y
          sample_c_lz r10.y, r13.xwxx, t8.xxxx, s1, r11.z
          add r7.y, r7.y, r10.y
          mul r10.x, r7.y, l(0.200000)
        endif 
      endif 
      mul r9.w, r9.w, r10.x
    endif 
  else 
    mov r9.xyz, -cb1[r6.z + 15].xyzx
    mov r9.w, l(1.000000)
  endif 
  lt r6.z, l(0.000000), r9.w
  if_nz r6.z
    if_z r7.x
      mad r9.xyz, -v6.xyzx, r1.wwww, r9.xyzx
      mul r9.xyz, r9.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
      dp3 r6.z, r9.xyzx, r9.xyzx
      rsq r6.z, r6.z
      mul r9.xyz, r6.zzzz, r9.xyzx
      dp3 r6.z, r9.xyzx, r5.xyzx
      lt r7.x, l(0.000000), r6.z
      if_nz r7.x
        log r6.z, r6.z
        mul r6.z, r6.z, cb0[76].w
        exp r6.z, r6.z
        sqrt r7.x, r9.w
        mul r6.z, r6.z, r7.x
        mul r7.x, r7.z, r6.z
        mul r7.y, r8.y, r6.z
        mul r7.z, r6.z, cb1[r6.w + 15].z
        mul r7.xyz, r7.xyzx, cb0[76].xyzx
      else 
        mov r7.xyz, l(0,0,0,0)
      endif 
    else 
      mov r7.xyz, l(0,0,0,0)
    endif 
    add r4.yzw, r4.yyzw, r7.xxyz
  endif 
  iadd r6.x, r6.x, l(1)
endloop 
dp3 r0.x, cb0[52].xyzx, r5.xyzx
max r0.x, -r0.x, l(0.000000)
mul r3.xyz, r0.xxxx, cb0[53].xyzx
mad r6.xyz, -v6.xyzx, r1.wwww, -cb0[52].xyzx
mul r6.xyz, r6.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
dp3 r0.x, r6.xyzx, r6.xyzx
rsq r0.x, r0.x
mul r6.xyz, r0.xxxx, r6.xyzx
dp3 r0.x, r6.xyzx, r5.xyzx
max r0.x, r0.x, l(0.000000)
lt r0.y, l(0.004000), r0.x
if_nz r0.y
  log r0.x, r0.x
  mul r0.x, r0.x, cb0[76].w
  exp r0.x, r0.x
  mul r5.xyz, r0.xxxx, cb0[54].xyzx
  mul r5.xyz, r5.xyzx, cb0[76].xyzx
else 
  mov r5.xyz, l(0,0,0,0)
endif 
mul_sat r0.x, cb0[52].y, l(-100.000000)
mul r5.xyz, r0.xxxx, r5.xyzx
mul r0.x, r2.w, r5.w
mul r0.x, r0.w, r0.x
add r0.y, -r7.w, l(1.000000)
mul r0.x, r0.y, r0.x
min r0.x, r0.x, l(1.000000)
mad r4.xyz, r5.xyzx, r0.zzzz, r4.yzwy
add r0.y, -r0.x, l(1.000000)
mad r2.xyz, r4.xyzx, r0.yyyy, r2.xyzx
mul r0.yzw, r0.zzzz, r3.xxyz
dp3 r1.w, r8.xwzx, -cb0[52].xyzx
max r1.w, r1.w, l(0.000000)
mad r0.yzw, r0.yyzw, r1.wwww, cb0[51].xxyz
add r0.yzw, -r2.xxyz, r0.yyzw
mad r0.xyz, r0.xxxx, r0.yzwy, r2.xyzx
add r1.xyz, -r0.xyzx, r1.xyzx
mad o0.xyz, v7.xyzx, r1.xyzx, r0.xyzx
mov o0.w, l(1.000000)
ret 
// Approximately 358 instruction slots used
