//
// 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
// {
//
//   float4 lightCount;                 // Offset:    0 Size:    16 [unused]
//   float4 ambient;                    // Offset:   16 Size:    16 [unused]
//   float4 lightInfo[4];               // Offset:   32 Size:    64 [unused]
//   float4 g_vAmbientSettings;         // Offset:   96 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x00000000 
//   float4 g_vScreenDepthRect;         // Offset:  112 Size:    16 [unused]
//   float4 g_vDitherSettings;          // Offset:  128 Size:    16 [unused]
//   float4 g_ColorK;                   // Offset:  144 Size:    16 [unused]
//      = 0x3e8a3d71 0x3f2b851f 0x3d75c28f 0x00000000 
//   float4 LevelMin;                   // Offset:  160 Size:    16 [unused]
//      = 0x3dcccccd 0x3dcccccd 0x3dcccccd 0x00000000 
//   float4 LevelMax;                   // Offset:  176 Size:    16 [unused]
//      = 0x3f4ccccd 0x3f4ccccd 0x3f4ccccd 0x00000000 
//   float4 MaxAdd;                     // Offset:  192 Size:    16 [unused]
//      = 0x3dcccccd 0x3dcccccd 0x3dcccccd 0x00000000 
//   float4 MinSub;                     // Offset:  208 Size:    16 [unused]
//      = 0x3ca3d70a 0x3ca3d70a 0x3ca3d70a 0x00000000 
//   float4 Color;                      // Offset:  224 Size:    16 [unused]
//   float4 Settings;                   // Offset:  240 Size:    16
//   float4 Settings2;                  // Offset:  256 Size:    16
//   float4 Settings3;                  // Offset:  272 Size:    16 [unused]
//   float4 Settings4;                  // Offset:  288 Size:    16 [unused]
//   float4 Transform;                  // Offset:  304 Size:    16 [unused]
//   float4 g_vDepthCoordsClamp;        // Offset:  320 Size:    16 [unused]
//   float4 CamPos;                     // Offset:  336 Size:    16 [unused]
//   float4 g_vCenterOffs;              // Offset:  352 Size:    16 [unused]
//   float4 g_vHFrustrum;               // Offset:  368 Size:    16 [unused]
//   float4 g_vVFrustrum;               // Offset:  384 Size:    16 [unused]
//   float4 g_avNoise[8];               // Offset:  400 Size:   128 [unused]
//   float4x4 g_mView;                  // Offset:  528 Size:    64 [unused]
//   float4 g_PixelsDir[8];             // Offset:  592 Size:   128 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// LinearSampler                     sampler      NA          NA    0        1
// DiffuseSamplerLerp                sampler      NA          NA    1        1
// DepthTexture                      texture  float4          2d    0        1
// DiffTexture                       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   xy          1     NONE   float   xy  
// TEXCOORD                 1     zw        1     NONE   float     zw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[17], 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 v1.xy
dcl_input_ps linear v1.zw
dcl_output o0.xyzw
dcl_temps 6
add r0.x, v1.z, l(-0.500000)
add r0.y, -v1.w, l(0.500000)
sample_l r1.xyzw, v1.xyxx, t0.xyzw, s0, l(0.000000)
ge r0.z, r1.x, l(40000.000000)
if_nz r0.z
  mov r1.yzw, l(0,0,0,-1.000000)
else 
  sample_l r2.xyzw, v1.xyxx, t1.xyzw, s1, l(0.000000)
  mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
  dp3 r0.z, r2.xyzx, r2.xyzx
  rsq r0.z, r0.z
  mul r1.yzw, r0.zzzz, r2.xxyz
endif 
mul r2.xy, r0.xyxx, cb0[15].xyxx
mov r2.z, l(1.000000)
mul r2.xyz, r1.xxxx, r2.xyzx
dp3 r0.z, r1.yzwy, r2.xyzx
add r0.w, r0.x, cb0[15].z
mul r2.x, r0.w, cb0[15].x
add r0.xw, r0.xxxy, -cb0[15].zzzw
mul r2.w, r0.w, cb0[15].y
mov r2.z, l(1.000000)
dp3 r0.w, r1.ywzy, r2.xzwx
div r0.w, r0.z, r0.w
add r3.xy, v1.xyxx, cb0[16].zwzz
sample_l r3.xyzw, r3.xyxx, t0.xyzw, s0, l(0.000000)
add r0.w, -r0.w, r3.x
add r0.y, r0.y, cb0[15].w
mul r2.y, r0.y, cb0[15].y
dp3 r0.y, r1.yzwy, r2.xyzx
div r0.y, r0.z, r0.y
mad r4.xyzw, cb0[16].zwzw, l(1.000000, -1.000000, -1.000000, 1.000000), v1.xyxy
sample_l r5.xyzw, r4.xyxx, t0.xyzw, s0, l(0.000000)
add r0.y, -r0.y, r5.x
max r0.y, |r0.w|, |r0.y|
add r0.w, r3.x, r5.x
mul r2.x, r0.x, cb0[15].x
dp3 r0.x, r1.yzwy, r2.xyzx
div r0.x, r0.z, r0.x
add r3.xy, v1.xyxx, -cb0[16].zwzz
sample_l r3.xyzw, r3.xyxx, t0.xyzw, s0, l(0.000000)
add r0.x, -r0.x, r3.x
max r0.x, r0.y, |r0.x|
add r0.y, r0.w, r3.x
dp3 r0.w, r1.ywzy, r2.xzwx
div r0.z, r0.z, r0.w
sample_l r1.xyzw, r4.zwzz, t0.xyzw, s0, l(0.000000)
add r0.z, -r0.z, r1.x
max r0.x, r0.x, |r0.z|
add r0.y, r0.y, r1.x
mul r0.y, r0.y, cb0[16].x
mul r0.y, r0.y, l(0.250000)
log r0.y, r0.y
mul r0.y, r0.y, cb0[16].y
exp r0.y, r0.y
add r0.x, -r0.y, r0.x
div r0.x, r0.x, r0.y
add r0.x, r0.x, r0.x
mov_sat o0.xyzw, r0.xxxx
ret 
// Approximately 60 instruction slots used
