//
// 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 specColor;                  // Offset:    0 Size:    16 [unused]
//   float4 ControlData;                // Offset:   16 Size:    16 [unused]
//   float4 difColor;                   // Offset:   32 Size:    16 [unused]
//   float4 ambient;                    // Offset:   48 Size:    16 [unused]
//   float4 g_vDefLightDir;             // Offset:   64 Size:    16 [unused]
//   float4 g_vDefLightColor;           // Offset:   80 Size:    16 [unused]
//   float4 g_vDefSpecColor;            // Offset:   96 Size:    16 [unused]
//   uint CS_FRONT;                     // Offset:  112 Size:     4 [unused]
//      = 0x00000000 
//   uint CS_RIGHT;                     // Offset:  116 Size:     4 [unused]
//      = 0x00000001 
//   uint CS_BACK;                      // Offset:  120 Size:     4 [unused]
//      = 0x00000002 
//   uint CS_LEFT;                      // Offset:  124 Size:     4 [unused]
//      = 0x00000003 
//   uint CS_TOP;                       // Offset:  128 Size:     4 [unused]
//      = 0x00000004 
//   uint CS_BOTTOM;                    // Offset:  132 Size:     4 [unused]
//      = 0x00000005 
//   float4 g_vAmbientSettings;         // Offset:  144 Size:    16 [unused]
//   float4 g_avLightSrc[64];           // Offset:  160 Size:  1024 [unused]
//   float4 g_vSettings;                // Offset: 1184 Size:    16 [unused]
//   float4 g_vSettings2;               // Offset: 1200 Size:    16
//   float4 g_vLightPos;                // Offset: 1216 Size:    16 [unused]
//   float4 g_vLightColor;              // Offset: 1232 Size:    16 [unused]
//   float4 g_vLightConeDir;            // Offset: 1248 Size:    16 [unused]
//   float4 g_vLightDesc;               // Offset: 1264 Size:    16 [unused]
//   float4x4 g_mView;                  // Offset: 1280 Size:    64 [unused]
//   float4 g_vCamSettings;             // Offset: 1344 Size:    16 [unused]
//   float DEPTH_SCALE;                 // Offset: 1360 Size:     4 [unused]
//      = 0x4727c5ac 
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_tTexVol                         texture   uint2          3d    0        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  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[76], immediateIndexed
dcl_resource_texture3d (uint,uint,uint,uint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
mul r0.xy, v1.xyxx, cb0[75].wwww
ftoi r0.zw, r0.xxxy
ftoi r1.xy, cb0[75].wzww
imad r2.z, r0.w, r1.x, r0.z
ilt r0.z, r2.z, r1.y
if_nz r0.z
  div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[75].w
  round_z r0.xy, r0.xyxx
  mad r0.xy, -r0.xyxx, r0.zzzz, v1.xyxx
  div r0.xy, r0.xyxx, r0.zzzz
  mul r0.xy, r0.xyxx, cb0[75].xyxx
  add r0.zw, cb0[75].xxxy, l(0.000000, 0.000000, -0.500000, -0.500000)
  ftoi r0.xyzw, r0.xyzw
  imax r0.xy, r0.xyxx, l(0, 0, 0, 0)
  imin r2.xy, r0.zwzz, r0.xyxx
  mov r2.w, l(0)
  ld r0.xyzw, r2.xyzw, t0.xyzw
  utof r0.xy, r0.xyxx
  mul o0.xy, r0.xyxx, l(0.125000, 0.125000, 0.000000, 0.000000)
  mov o0.zw, l(0,0,0,0)
  ret 
else 
  mov o0.xyzw, l(0,0,0,0)
  ret 
endif 
ret 
// Approximately 26 instruction slots used
