//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:13:08 2018
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4x4 g_mCloudsShadowsSpace;    // Offset:    0 Size:    64 [unused]
//   float4 g_vCloudsShadowDesc;        // Offset:   64 Size:    16 [unused]
//   float4 g_vKSettings;               // Offset:   80 Size:    16 [unused]
//   float4x4 g_mPrevObjViewProj;       // Offset:   96 Size:    64 [unused]
//   
//   struct
//   {
//       
//       float4x4 mLightSpaceInverse;   // Offset:  160
//       float4x4 mLightSpace;          // Offset:  224
//       float4 vShadowBias;            // Offset:  288
//       float4 vBiasDir;               // Offset:  304
//       float4 vSmoothOffs;            // Offset:  320
//       float4 vShadowsDesc;           // Offset:  336
//       float4 avCPlane[8];            // Offset:  352
//       float4 avCascadeZ[2];          // Offset:  480
//       float4 avUVTransform[8];       // Offset:  512
//       float4 avZTransformZF[8];      // Offset:  640
//
//   } g_ShadSettings;                  // Offset:  160 Size:   608 [unused]
//   float4 specColor;                  // Offset:  768 Size:    16 [unused]
//   float4 ControlData;                // Offset:  784 Size:    16 [unused]
//   float4 difColor;                   // Offset:  800 Size:    16 [unused]
//   float4 ambient;                    // Offset:  816 Size:    16 [unused]
//   float4 g_vDefLightDir;             // Offset:  832 Size:    16 [unused]
//   float4 g_vDefLightColor;           // Offset:  848 Size:    16 [unused]
//   float4 g_vDefSpecColor;            // Offset:  864 Size:    16 [unused]
//   uint CS_FRONT;                     // Offset:  880 Size:     4 [unused]
//      = 0x00000000 
//   uint CS_RIGHT;                     // Offset:  884 Size:     4 [unused]
//      = 0x00000001 
//   uint CS_BACK;                      // Offset:  888 Size:     4 [unused]
//      = 0x00000002 
//   uint CS_LEFT;                      // Offset:  892 Size:     4 [unused]
//      = 0x00000003 
//   uint CS_TOP;                       // Offset:  896 Size:     4 [unused]
//      = 0x00000004 
//   uint CS_BOTTOM;                    // Offset:  900 Size:     4 [unused]
//      = 0x00000005 
//   float4 g_vAmbientSettings;         // Offset:  912 Size:    16 [unused]
//   float4 g_vScreenDepthRect;         // Offset:  928 Size:    16 [unused]
//   
//   struct
//   {
//       
//       float4 vDesc;                  // Offset:  944
//       float4 vFogLayerPlane;         // Offset:  960
//       float4 vFogLayerColor;         // Offset:  976
//       float4 vFogLayerSettings;      // Offset:  992
//       float4 vFogColor;              // Offset: 1008
//       float4 vFogDistance;           // Offset: 1024
//
//   } g_FogDesc;                       // Offset:  944 Size:    96 [unused]
//   float4 g_vForestPlaneThreshold;    // Offset: 1040 Size:    16 [unused]
//      = 0x44a28000 0x3b03126f 0x00000000 0x00000000 
//   float4 LowDeepColor;               // Offset: 1056 Size:    16 [unused]
//      = 0x3e99999a 0x3ecccccd 0x3ecccccd 0x00000000 
//   float4 SeaColor;                   // Offset: 1072 Size:    16 [unused]
//      = 0x3dcccccd 0x3e99999a 0x3e99999a 0x00000000 
//   float4 DetailScale;                // Offset: 1088 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vIceScale;                // Offset: 1104 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vSpecSettings;            // Offset: 1120 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vSeaCorrection;           // Offset: 1136 Size:    16 [unused]
//   float4 g_vSeaDesc;                 // Offset: 1152 Size:    16 [unused]
//      = 0x3ecccccd 0x3f19999a 0x40800000 0x3f7ae148 
//   float4 g_vSeaHarmonics;            // Offset: 1168 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4 g_vWaterDesc;               // Offset: 1184 Size:    16 [unused]
//      = 0x3ecccccd 0x3f19999a 0x40800000 0x3f7ae148 
//   float4 g_vWaterColor;              // Offset: 1200 Size:    16 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//   float4 g_vWaterSpecColor;          // Offset: 1216 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x42a00000 
//   float4 Anim;                       // Offset: 1232 Size:    16 [unused]
//   float4 g_vAsyncTextureSize;        // Offset: 1248 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x00000000 0x00000000 
//   float4 g_vRTTexSize;               // Offset: 1264 Size:    16 [unused]
//   float4 g_vAnisotropy;              // Offset: 1280 Size:    16 [unused]
//   float2 TexelOffs[9];               // Offset: 1296 Size:   136 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x00000000 
//        0xba800000 0x00000000 0x00000000 0x00000000 
//        0x3a800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0xba800000 0x00000000 0x00000000 
//        0x00000000 0x3a800000 0x00000000 0x00000000 
//        0xbb000000 0xbb000000 0x00000000 0x00000000 
//        0x3b000000 0xbb000000 0x00000000 0x00000000 
//        0x3b000000 0x3b000000 0x00000000 0x00000000 
//        0xbb000000 0x3b000000 
//   float4 g_avGroundColor[9];         // Offset: 1440 Size:   144 [unused]
//   float4x4 g_mWorldViewProjection;   // Offset: 1584 Size:    64
//   float4x4 g_mView;                  // Offset: 1648 Size:    64 [unused]
//   float4x4 g_mWorldView;             // Offset: 1712 Size:    64
//   float3 chunkColor;                 // Offset: 1776 Size:    12 [unused]
//   float3 g_deltaCam;                 // Offset: 1792 Size:    12 [unused]
//   float4 mapSize;                    // Offset: 1808 Size:    16 [unused]
//   float4 skirtInfo;                  // Offset: 1824 Size:    16 [unused]
//   float4x4 g_textureRotation;        // Offset: 1840 Size:    64 [unused]
//   float3 textureCoordsP1;            // Offset: 1904 Size:    12 [unused]
//   float3 textureCoordsP2;            // Offset: 1920 Size:    12 [unused]
//   float3 chunkInSectorCoords;        // Offset: 1936 Size:    12 [unused]
//   float4 chunkInfo;                  // Offset: 1952 Size:    16 [unused]
//   float4 g_vSettings;                // Offset: 1968 Size:    16 [unused]
//   float4 g_vPlaneSettings;           // Offset: 1984 Size:    16 [unused]
//   float4 g_vPlaneOffset;             // Offset: 2000 Size:    16 [unused]
//   float3 GrayK;                      // Offset: 2016 Size:    12 [unused]
//      = 0x3eaa7efa 0x3eaa7efa 0x3eaa7efa 
//   float4 g_vForestFarSettings;       // Offset: 2032 Size:    16 [unused]
//   float4 DetailOffset;               // Offset: 2048 Size:    16 [unused]
//   float4 DetailSectorOffset;         // Offset: 2064 Size:    16 [unused]
//   float4 DetailSettings;             // Offset: 2080 Size:    16
//   float4 ParalaxSettings;            // Offset: 2096 Size:    16
//      = 0x3e19999a 0x3f800000 0x43480000 0x00000000 
//   float4 DetailH[64];                // Offset: 2112 Size:  1024 [unused]
//   float4 DetailRTCoords;             // Offset: 3136 Size:    16 [unused]
//   float4 g_vPRTSettings;             // Offset: 3152 Size:    16
//      = 0x00000000 0x00000000 0x42480000 0x3a000000 
//   float4 g_avMask[4];                // Offset: 3168 Size:    64 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0x3f800000 0x00000000 0x00000000 
//        0x00000000 0x00000000 0x3f800000 0x00000000 
//        0x00000000 0x00000000 0x00000000 0x3f800000 
//   float4 g_avPRTMask[4];             // Offset: 3232 Size:    64
//      = 0x3f800000 0x00000000 0x00000000 0x00000000 
//        0x00000000 0x3f800000 0x00000000 0x00000000 
//        0x00000000 0x00000000 0x3f800000 0x00000000 
//        0x00000000 0x00000000 0x00000000 0x3f800000 
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SamplerLerp                       sampler      NA          NA    0        1
// RTNormalsSampler                  sampler      NA          NA    1        1
// NormalTextureSampler              sampler      NA          NA    2        1
// ParalaxRTSampler                  sampler      NA          NA    3        1
// NormalTextureSampler              texture  float4          2d    0        1
// RTNormalsSampler                  texture  float4          2d    1        1
// g_tRTDiffuse                      texture  float4          2d    2        1
// g_tParalaxRT                      texture  float4          2d    3        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   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float       
// TEXCOORD                 2   xyz         3     NONE   float       
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float       
// TEXCOORD                 6   xyzw        6     NONE   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
// SV_Depth                 0    N/A   oDepth    DEPTH   float    YES
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[206], dynamicIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output oDepth
dcl_temps 6
sample r0.xy, v1.xyxx, t2.ywxz, s0
lt r0.z, l(0.500000), cb0[131].y
if_nz r0.z
  add r0.x, r0.x, l(-0.100000)
  mul_sat r0.x, r0.x, l(10.000000)
else 
  mov r0.x, l(1.000000)
endif 
add r0.y, r0.y, l(-0.100000)
mul_sat r0.y, r0.y, l(5.000000)
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.y, r0.x
dp3 r0.y, v4.xyzx, v4.xyzx
sqrt r0.z, r0.y
mul r0.w, r0.z, cb0[130].w
mad_sat r0.w, r0.w, l(4.000000), l(-3.000000)
add r0.w, -r0.w, l(1.000000)
mul r0.x, r0.w, r0.x
mul r0.w, r0.x, cb0[131].y
lt r1.x, r0.w, l(0.100000)
if_nz r1.x
  discard_nz l(-1)
endif 
lt r0.w, l(0.010000), r0.w
if_nz r0.w
  mul r0.x, r0.x, cb0[131].x
  mul r0.w, cb0[197].z, l(0.052500)
  lt r0.w, r0.w, r0.z
  if_nz r0.w
    mul r1.xy, cb0[197].zzzz, l(0.125000, 0.105000, 0.000000, 0.000000)
    mov r0.w, l(2)
  else 
    mul r1.xy, cb0[197].zzzz, l(0.062500, 0.052500, 0.000000, 0.000000)
    mov r0.w, l(3)
  endif 
  lt r1.z, r1.y, r0.z
  if_nz r1.z
    add r1.xy, r1.xyxx, r1.xyxx
    iadd r0.w, r0.w, l(-1)
  endif 
  lt r0.z, r1.y, r0.z
  if_nz r0.z
    add r1.x, r1.x, r1.x
    iadd r0.w, r0.w, l(-1)
  endif 
  dp3 r0.z, v4.xyzx, v4.xyzx
  rsq r0.z, r0.z
  mul r2.xyz, r0.zzzz, v4.xzyx
  mul r1.y, r0.x, cb0[131].z
  mul r1.z, r1.y, l(0.500000)
  mul r1.w, |r2.z|, r1.y
  mad r1.y, r1.w, l(-0.500000), r1.y
  max r1.y, r1.z, r1.y
  min r1.y, r1.y, l(80.000000)
  ftoi r1.z, r1.y
  ilt r1.w, l(1), r1.z
  if_nz r1.w
    sample r3.xyz, v1.zwzz, t0.xyzw, s2
    mad r3.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
    sample r4.xy, v1.xyxx, t1.xzyw, s1
    mad r4.xy, r4.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r3.xzxx
    add r3.xz, r4.xxyx, l(-1.000000, 0.000000, -1.000000, 0.000000)
    dp3 r1.w, r3.xyzx, r3.xyzx
    rsq r1.w, r1.w
    mul r3.xy, r1.wwww, r3.xzxx
    add r1.w, r1.x, r1.x
    div r2.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.w
    add r3.zw, v4.xxxz, -cb0[197].xxxy
    add r3.zw, r1.xxxx, r3.zzzw
    mul r4.xy, r2.zzzz, r3.zwzz
    dp2 r1.x, r3.xyxx, r3.xyxx
    sqrt r1.x, r1.x
    mad r0.z, v4.y, r0.z, -r1.x
    min r2.w, r0.z, l(-0.100000)
    dp3 r0.z, r2.xywx, r2.xywx
    rsq r0.z, r0.z
    mul r2.xyw, r0.zzzz, r2.xyxw
    div r0.z, -r0.x, r2.w
    mul r1.x, r0.x, r2.z
    mul r2.xy, r1.xxxx, r2.xyxx
    mov r2.z, r2.w
    div r2.xyz, r2.xyzx, -r2.wwww
    mov r4.z, l(0)
    add r3.xyz, -r2.xyzx, r4.xyzx
    round_z r1.x, r1.y
    div r2.xyz, r2.xyzx, r1.xxxx
    sample_l r4.xyzw, r3.xyxx, t3.xyzw, s3, l(0.000000)
    dp4 r1.y, r4.xyzw, cb0[r0.w + 202].xyzw
    mov r4.xyz, r3.xyzx
    mov r2.w, r1.z
    mov r3.w, r1.y
    loop 
      ilt r4.w, l(0), r2.w
      lt r5.x, r3.w, r4.z
      and r4.w, r4.w, r5.x
      breakc_z r4.w
      add r4.xyz, r2.xyzx, r4.xyzx
      iadd r2.w, r2.w, l(-1)
      sample_l r5.xyzw, r4.xyxx, t3.xyzw, s3, l(0.000000)
      dp4 r3.w, r5.xyzw, cb0[r0.w + 202].xyzw
    endloop 
    mov r2.y, cb0[197].w
    mov r2.x, l(0)
    add r4.xyzw, r2.yxxy, r4.xyxy
    sample_l r5.xyzw, r4.xyxx, t3.xyzw, s3, l(0.000000)
    dp4 r1.y, r5.xyzw, cb0[r0.w + 202].xyzw
    sample_l r4.xyzw, r4.zwzz, t3.xyzw, s3, l(0.000000)
    dp4 r0.w, r4.xyzw, cb0[r0.w + 202].xyzw
    add r2.x, -r1.y, r3.w
    add r2.z, -r0.w, r3.w
    div r0.x, l(0.015000), r0.x
    mul r0.x, r1.w, r0.x
    mul r0.w, cb0[197].z, l(0.125000)
    div r2.y, r0.x, r0.w
    dp3 r0.x, r2.xyzx, r2.xyzx
    rsq r0.x, r0.x
    mul r1.yzw, r0.xxxx, r2.xxyz
    rsq r0.x, r0.y
    mul r0.xyw, r0.xxxx, v4.xyxz
    mul r0.xyz, r0.zzzz, r0.xywx
    itof r0.w, r2.w
    mul r0.xyz, r0.wwww, r0.xyzx
    div r0.xyz, r0.xyzx, r1.xxxx
    mov r0.w, l(0)
    add r0.xyzw, -r0.xyzw, v4.xyzw
  else 
    mov r0.xyzw, v4.xyzw
    mov r1.yzw, l(0,0,1.000000,0)
  endif 
else 
  mov r0.xyzw, v4.xyzw
  mov r1.yzw, l(0,0,1.000000,0)
endif 
dp4 r1.x, r0.xyzw, cb0[101].xyzw
dp4 r0.x, r0.xyzw, cb0[102].xyzw
div oDepth, r1.x, r0.x
dp3 r2.x, r1.yzwy, cb0[107].xyzx
dp3 r2.y, r1.yzwy, cb0[108].xyzx
dp3 r2.z, r1.yzwy, cb0[109].xyzx
mad o0.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mov o0.w, l(0.500000)
mov o1.x, r0.x
mov o1.yzw, l(0,0,0,0)
ret 
// Approximately 144 instruction slots used
