//
// 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 [unused]
//   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       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[16], 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_output o0.xyzw
dcl_temps 7
sample_l r0.xyzw, v1.xyxx, t0.xyzw, s0, l(0.000000)
lt r0.y, l(150.000000), r0.x
if_nz r0.y
  mov o0.xyzw, l(1.000000,1.000000,1.000000,1.000000)
  ret 
endif 
sample_l r1.xyzw, v1.xyxx, t1.xyzw, s1, l(0.000000)
mul r0.y, r1.y, l(0.250000)
mul r1.xyzw, cb0[15].xyxy, l(1.500000, 0.500000, 0.500000, -1.500000)
mul r0.z, r0.x, cb0[15].z
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mov r2.x, r0.y
mov r2.y, l(0.250000)
mov r0.w, l(0)
mov r2.zw, r1.yyyz
loop 
  ige r3.x, r0.w, l(2)
  breakc_nz r3.x
  mov r3.y, r2.z
  mov r4.x, r2.w
  mov r3.zw, r2.xxxy
  mov r4.z, l(0)
  mov r4.w, r1.x
  mov r5.x, r1.w
  loop 
    ige r5.y, r4.z, l(2)
    breakc_nz r5.y
    mov r3.x, r4.w
    add r5.yz, r3.xxyx, v1.xxyx
    sample_l r6.xyzw, r5.yzyy, t0.xyzw, s0, l(0.000000)
    add r5.w, -r0.x, r6.x
    mul r6.x, r0.z, |r5.w|
    lt r6.x, r6.x, l(1.000000)
    if_nz r6.x
      mad r5.w, -|r5.w|, r0.z, l(1.000000)
      sample_l r6.xyzw, r5.yzyy, t1.xyzw, s1, l(0.000000)
      mad r3.z, r6.y, r5.w, r3.z
      add r3.w, r3.w, r5.w
    endif 
    add r5.yz, -r3.xxyx, v1.xxyx
    sample_l r6.xyzw, r5.yzyy, t0.xyzw, s0, l(0.000000)
    add r3.x, -r0.x, r6.x
    mul r5.w, r0.z, |r3.x|
    lt r5.w, r5.w, l(1.000000)
    if_nz r5.w
      mad r3.x, -|r3.x|, r0.z, l(1.000000)
      sample_l r6.xyzw, r5.yzyy, t1.xyzw, s1, l(0.000000)
      mad r3.z, r6.y, r3.x, r3.z
      add r3.w, r3.x, r3.w
    endif 
    mov r4.y, r5.x
    add r5.yz, r4.xxyx, v1.xxyx
    sample_l r6.xyzw, r5.yzyy, t0.xyzw, s0, l(0.000000)
    add r3.x, -r0.x, r6.x
    mul r5.w, r0.z, |r3.x|
    lt r5.w, r5.w, l(1.000000)
    if_nz r5.w
      mad r3.x, -|r3.x|, r0.z, l(1.000000)
      sample_l r6.xyzw, r5.yzyy, t1.xyzw, s1, l(0.000000)
      mad r3.z, r6.y, r3.x, r3.z
      add r3.w, r3.x, r3.w
    endif 
    add r5.yz, -r4.xxyx, v1.xxyx
    sample_l r6.xyzw, r5.yzyy, t0.xyzw, s0, l(0.000000)
    add r3.x, -r0.x, r6.x
    mul r4.y, r0.z, |r3.x|
    lt r4.y, r4.y, l(1.000000)
    if_nz r4.y
      mad r3.x, -|r3.x|, r0.z, l(1.000000)
      sample_l r6.xyzw, r5.yzyy, t1.xyzw, s1, l(0.000000)
      mad r3.z, r6.y, r3.x, r3.z
      add r3.w, r3.x, r3.w
    endif 
    mad r4.w, cb0[15].x, l(2.000000), r4.w
    mad r5.x, -cb0[15].y, l(2.000000), r5.x
    iadd r4.z, r4.z, l(1)
  endloop 
  mov r2.xy, r3.zwzz
  mad r2.z, cb0[15].y, l(2.000000), r2.z
  mad r2.w, cb0[15].x, l(2.000000), r2.w
  iadd r0.w, r0.w, l(1)
endloop 
div o0.xyzw, r2.xxxx, r2.yyyy
ret 
// Approximately 84 instruction slots used
