//
// 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
// {
//
//   float4x4 viewproj;                 // Offset:    0 Size:    64 [unused]
//   float4 cv4;                        // Offset:   64 Size:    16 [unused]
//   float4 cam;                        // Offset:   80 Size:    16 [unused]
//   float4 LightDir;                   // Offset:   96 Size:    16
//   float4 Ambient;                    // Offset:  112 Size:    16
//   
//   struct
//   {
//       
//       float4 vDesc;                  // Offset:  128
//       float4 vFogLayerPlane;         // Offset:  144
//       float4 vFogLayerColor;         // Offset:  160
//       float4 vFogLayerSettings;      // Offset:  176
//       float4 vFogColor;              // Offset:  192
//       float4 vFogDistance;           // Offset:  208
//
//   } g_FogDesc;                       // Offset:  128 Size:    96 [unused]
//   float4 TexSteps;                   // Offset:  224 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// mySampler                         sampler      NA          NA    0        1
// AndSampler                        sampler      NA          NA    1        1
// AndSampler                        texture  float4          2d    0        1
// mySampler                         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   xyz         1     NONE   float   xy  
// TEXCOORD                 1   xyzw        2     NONE   float       
// TEXCOORD                 2   xy          3     NONE   float   xy  
// COLOR                    0   xyzw        4     NONE   float   x  w
// COLOR                    1   xyzw        5     NONE   float   xyz 
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[15], 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 v3.xy
dcl_input_ps linear v4.xw
dcl_input_ps linear v5.xyz
dcl_output o0.xyzw
dcl_temps 3
sample r0.xyzw, v3.xyxx, t0.xyzw, s1
sample r1.xyzw, v1.xyxx, t1.xyzw, s0
dp2 r0.x, -cb0[6].xzxx, -cb0[6].xzxx
rsq r0.x, r0.x
mul r0.xz, r0.xxxx, -cb0[6].xxzx
mul r0.xz, r0.xxzx, cb0[14].xxyx
mov r1.xz, v1.xxyx
mov r0.w, l(0)
mov r1.w, l(0)
loop 
  ge r2.x, r1.w, l(4.000000)
  breakc_nz r2.x
  sample r2.xyzw, r1.xzxx, t1.xyzw, s0
  add r0.w, r0.w, r2.y
  mad r1.xz, r0.xxzx, l(2.000000, 0.000000, 2.000000, 0.000000), r1.xxzx
  add r1.w, r1.w, l(1.000000)
endloop 
mul r0.x, r0.y, r0.w
mul r0.x, r0.x, l(0.250000)
add r0.z, cb0[7].y, cb0[7].x
add r0.z, r0.z, cb0[7].z
mad r0.z, r0.z, l(0.333300), l(-0.500000)
add_sat r0.z, r0.z, r0.z
mul r0.z, r0.z, v4.w
mad r0.x, r1.y, r0.y, -r0.x
add r0.y, v5.y, v5.x
add r0.y, r0.y, v5.z
mad_sat r0.y, -r0.y, l(0.333300), l(1.000000)
mul r0.x, r0.y, r0.x
mad r0.y, v4.x, l(0.500000), l(1.000000)
mul r0.x, r0.y, r0.x
mul r0.x, r0.x, r0.z
mov_sat o0.xyzw, r0.xxxx
ret 
// Approximately 34 instruction slots used
