//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:11:45 2018
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 g_vDitherSettings;          // Offset:    0 Size:    16
//   float4 g_vKSettings;               // Offset:   16 Size:    16 [unused]
//   float4x4 g_mPrevObjViewProj;       // Offset:   32 Size:    64 [unused]
//   float4 specColor;                  // Offset:   96 Size:    16 [unused]
//   float4 ControlData;                // Offset:  112 Size:    16 [unused]
//   float4 difColor;                   // Offset:  128 Size:    16 [unused]
//   float4 ambient;                    // Offset:  144 Size:    16
//   float4 lightCount;                 // Offset:  160 Size:    16 [unused]
//   float4 g_avLightPos[4];            // Offset:  176 Size:    64 [unused]
//   float4 g_avLightColor[4];          // Offset:  240 Size:    64
//   float4 g_avConeDir[4];             // Offset:  304 Size:    64 [unused]
//   float4 g_vAmbientSettings;         // Offset:  368 Size:    16 [unused]
//   float4 g_vScreenDepthRect;         // Offset:  384 Size:    16
//   
//   struct
//   {
//       
//       float4 vDesc;                  // Offset:  400
//       float4 vFogLayerPlane;         // Offset:  416
//       float4 vFogLayerColor;         // Offset:  432
//       float4 vFogLayerSettings;      // Offset:  448
//       float4 vFogColor;              // Offset:  464
//       float4 vFogDistance;           // Offset:  480
//
//   } g_FogDesc;                       // Offset:  400 Size:    96
//   float4 g_avVolumeSpheres[40];      // Offset:  496 Size:   640 [unused]
//   float4 g_vCamPos;                  // Offset: 1136 Size:    16 [unused]
//   float4x4 g_mProj;                  // Offset: 1152 Size:    64 [unused]
//   float4x4 g_mView;                  // Offset: 1216 Size:    64 [unused]
//   float4x4 g_mIView;                 // Offset: 1280 Size:    64 [unused]
//   float4x4 g_mViewProj;              // Offset: 1344 Size:    64 [unused]
//   float4 g_vMaskCoord;               // Offset: 1408 Size:    16 [unused]
//   float4 g_vTerrainNormCoord;        // Offset: 1424 Size:    16 [unused]
//   float4 g_vOffset;                  // Offset: 1440 Size:    16 [unused]
//   float4 g_vPixelOffset;             // Offset: 1456 Size:    16 [unused]
//   float4 g_avFaceK[2];               // Offset: 1472 Size:    32 [unused]
//   float4 g_vConstraints;             // Offset: 1504 Size:    16 [unused]
//   float4 g_vExclusionMask;           // Offset: 1520 Size:    16
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vOrientAxis;              // Offset: 1536 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x00000000 
//   float4 g_avTreeCenter[128];        // Offset: 1552 Size:  2048 [unused]
//   float4x4 g_mCloudsShadowsSpace;    // Offset: 3600 Size:    64 [unused]
//   float4 g_vCloudsShadowDesc;        // Offset: 3664 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DitherSampler                     sampler      NA          NA    0        1
// SSAOSampler                       sampler      NA          NA    1        1
// SkyTextureSampler                 sampler      NA          NA    2        1
// CloudsShadowsSampler              sampler      NA          NA    3        1
// mySampler                         sampler      NA          NA    4        1
// NormSampler                       sampler      NA          NA    5        1
// MaskPointSampler                  sampler      NA          NA    6        1
// MaskPointSampler                  texture  float4          2d    0        1
// mySampler                         texture  float4          2d    1        1
// DitherSampler                     texture  float4          3d    2        1
// SkyTextureSampler                 texture  float4          2d    3        1
// NormSampler                       texture  float4          2d    4        1
// CloudsShadowsSampler              texture  float4          2d    5        1
// SSAOSampler                       texture  float4          2d    6        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   xy w
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyz         3     NONE   float   xy  
// TEXCOORD                 3   xyzw        4     NONE   float   xy w
// COLOR                    0   xyzw        5     NONE   float   xyzw
// COLOR                    1   xyzw        6     NONE   float   xyz 
// TEXCOORD                 4   xyzw        7     NONE   float   xyzw
// TEXCOORD                 5   xy          8     NONE   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[230], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
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_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture3d (float,float,float,float) t2
dcl_resource_texture2d (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_input_ps linear centroid v1.xyw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xy
dcl_input_ps linear v4.xyw
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyzw
dcl_output o0.xyzw
dcl_temps 11
sample r0.xyzw, v3.xyxx, t0.xyzw, s6
mul r0.xy, r0.yzyy, cb0[95].yzyy
max r0.x, r0.y, r0.x
lt r0.x, l(0.500000), r0.x
div r0.yz, v4.xxyx, v4.wwww
sample r1.xyzw, r0.yzyy, t3.xyzw, s2
mad r2.xy, r0.yzyy, cb0[24].zwzz, cb0[24].xyxx
sample r2.xyzw, r2.xyxx, t6.xyzw, s1
if_nz r0.x
  discard_nz l(-1)
else 
  sample r4.xyzw, v1.xyxx, t1.xyzw, s4
  add r0.x, r4.w, l(-0.500000)
  mad_sat r0.x, r0.x, l(2.000000), l(0.500000)
  add r0.w, v1.w, l(-0.500000)
  lt r0.w, |r0.w|, l(0.490000)
  if_nz r0.w
    mad r5.xy, r0.yzyy, cb0[0].xyxx, cb0[0].zwzz
    mov r5.z, v1.w
    sample_d r5.xyzw, r5.xyzx, t2.yxzw, s0, l(0.000000, 0.000000, 0.000000, 0.000000), l(0.000000, 0.000000, 0.000000, 0.000000)
  else 
    mov r5.x, v1.w
  endif 
  mul r0.w, r0.x, r5.x
  lt r2.x, r0.w, l(0.500000)
  if_nz r2.x
    discard_nz l(-1)
  endif 
  sample r5.xyzw, v2.xyxx, t4.xyzw, s5
  mad r2.xzw, r5.xxyz, l(2.000000, 0.000000, 2.000000, 2.000000), l(-1.000000, 0.000000, -1.000000, -1.000000)
  mad r5.xyz, v5.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
  dp3 r2.x, r5.xyzx, r2.xzwx
  max r2.x, r2.x, v5.w
  mul r2.xzw, r2.xxxx, cb0[15].xxyz
  sample r5.xyzw, v2.zwzz, t5.xyzw, s3
  add r4.w, r5.y, l(-1.000000)
  mad r4.w, cb0[229].z, r4.w, l(1.000000)
  mul r5.xyz, v6.xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
  mad r5.xyz, cb0[9].xyzx, r2.yyyy, r5.xyzx
  mad r2.xyz, r2.xzwx, r4.wwww, r5.xyzx
  mul r5.xyz, r2.xyzx, r4.xyzx
  mov_sat r6.xyz, v7.xyzx
  lt r2.w, cb0[28].w, l(0.500000)
  if_nz r2.w
    mad r7.xyz, -r4.xyzx, r2.xyzx, r1.xyzx
    mad r0.xyz, r6.xyzx, r7.xyzx, r5.xyzx
  endif 
  if_z r2.w
    mov_sat r2.w, v7.w
    mul r1.w, r1.w, r1.w
    mad r7.xyz, cb0[15].xyzx, r1.wwww, cb0[9].xyzx
    ge r1.w, cb0[25].z, l(0.000000)
    if_nz r1.w
      mad r8.xyz, cb0[27].xyzx, r7.xyzx, -r5.xyzx
      mad r8.xyz, r2.wwww, r8.xyzx, r5.xyzx
      add r9.xyz, r1.xyzx, -r8.xyzx
      mad r0.xyz, r6.xyzx, r9.xyzx, r8.xyzx
    else 
      mul r1.w, -cb0[26].w, cb0[28].z
      min r1.w, r1.w, l(1.000000)
      lt r4.w, r1.w, l(0.999900)
      if_nz r4.w
        mul r1.w, r1.w, r1.w
        mad r8.xyz, cb0[27].xyzx, r7.xyzx, -r5.xyzx
        mad r8.xyz, r2.wwww, r8.xyzx, r5.xyzx
        add r9.xyz, r1.xyzx, -r8.xyzx
        mad r8.xyz, r6.xyzx, r9.xyzx, r8.xyzx
        mad r9.xyz, -r4.xyzx, r2.xyzx, r1.xyzx
        mad r9.xyz, r6.xyzx, r9.xyzx, r5.xyzx
        mad r10.xyz, cb0[27].xyzx, r7.xyzx, -r9.xyzx
        mad r9.xyz, r2.wwww, r10.xyzx, r9.xyzx
        add r9.xyz, -r8.xyzx, r9.xyzx
        mad r0.xyz, r1.wwww, r9.xyzx, r8.xyzx
      else 
        mad r1.xyz, -r4.xyzx, r2.xyzx, r1.xyzx
        mad r1.xyz, r6.xyzx, r1.xyzx, r5.xyzx
        mad r2.xyz, cb0[27].xyzx, r7.xyzx, -r1.xyzx
        mad r0.xyz, r2.wwww, r2.xyzx, r1.xyzx
      endif 
    endif 
  endif 
  mov o0.xyzw, r0.xyzw
endif 
ret 
// Approximately 84 instruction slots used
