//
// 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
// {
//
//   struct
//   {
//       
//       float4x4 mLightSpaceInverse;   // Offset:    0
//       float4x4 mLightSpace;          // Offset:   64
//       float4 vShadowBias;            // Offset:  128
//       float4 vBiasDir;               // Offset:  144
//       float4 vSmoothOffs;            // Offset:  160
//       float4 vShadowsDesc;           // Offset:  176
//       float4 avCPlane[8];            // Offset:  192
//       float4 avCascadeZ[2];          // Offset:  320
//       float4 avUVTransform[8];       // Offset:  352
//       float4 avZTransformZF[8];      // Offset:  480
//
//   } g_ShadSettings;                  // Offset:    0 Size:   608 [unused]
//   float4x4 g_mCloudsShadowsSpace;    // Offset:  608 Size:    64 [unused]
//   float4 g_vCloudsShadowDesc;        // Offset:  672 Size:    16 [unused]
//   float4 specColor;                  // Offset:  688 Size:    16 [unused]
//   float4 ControlData;                // Offset:  704 Size:    16 [unused]
//   float4 difColor;                   // Offset:  720 Size:    16 [unused]
//   float4 ambient;                    // Offset:  736 Size:    16 [unused]
//   float4 lightCount;                 // Offset:  752 Size:    16 [unused]
//   float4 g_avLightPos[4];            // Offset:  768 Size:    64 [unused]
//   float4 g_avLightColor[4];          // Offset:  832 Size:    64 [unused]
//   float4 g_avConeDir[4];             // Offset:  896 Size:    64 [unused]
//   float4 g_vAmbientSettings;         // Offset:  960 Size:    16 [unused]
//   float4 g_avColorMask[2];           // Offset:  976 Size:    32
//   float4 g_vParalaxMaskData;         // Offset: 1008 Size:    16 [unused]
//   float4 Offset_Time;                // Offset: 1024 Size:    16 [unused]
//   float AlphaDensity;                // Offset: 1040 Size:     4 [unused]
//      = 0x3c75c28f 
//   float4x4 ViewProjection;           // Offset: 1056 Size:    64 [unused]
//   float4 RenderPos;                  // Offset: 1120 Size:    16 [unused]
//   float4 g_vWorldPos;                // Offset: 1136 Size:    16 [unused]
//   float4 GlobalK;                    // Offset: 1152 Size:    16 [unused]
//   float4 g_vGrassSettings;           // Offset: 1168 Size:    16
//      = 0x3f333333 0x3f800000 0x00000000 0x00000000 
//   float4 g_avCapsules[32];           // Offset: 1184 Size:   512 [unused]
//   float4 nc[4];                      // Offset: 1696 Size:    64 [unused]
//   float4 pc;                         // Offset: 1760 Size:    16 [unused]
//   float4 pcInfo;                     // Offset: 1776 Size:    16 [unused]
//   float4 TileUV;                     // Offset: 1792 Size:    16 [unused]
//   float4 TreeShInfo;                 // Offset: 1808 Size:    16 [unused]
//   float4 g_vMaxDistance;             // Offset: 1824 Size:    16
//   float4 g_vAsyncTexScale;           // Offset: 1840 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x00000000 0x00000000 
//   float PI;                          // Offset: 1856 Size:     4 [unused]
//      = 0x40490fdb 
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ParalaxMaskSampler                sampler      NA          NA    0        1
// CliffsTextureSampler              sampler      NA          NA    1        1
// TileTextureSampler                sampler      NA          NA    2        1
// MaskTextureSampler                sampler      NA          NA    3        1
// TileTextureSampler                texture  float4          2d    0        1
// CliffsTextureSampler              texture  float4          2d    1        1
// ParalaxMaskSampler                texture  float4          2d    2        1
// MaskTextureSampler                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   xy          1     NONE   float   xy  
// TEXCOORD                 2     zw        1     NONE   float     zw
// TEXCOORD                 1   xyz         2     NONE   float   xyz 
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[115], immediateIndexed
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.xy
dcl_input_ps linear v1.zw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 3
lt r0.x, cb0[114].x, v2.z
if_nz r0.x
  discard_nz l(-1)
endif 
sample r0.xyzw, v1.xyxx, t0.xyzw, s2
sample r1.x, v1.zwzz, t1.yxzw, s1
add r1.x, r1.x, l(-0.200000)
mul_sat r1.x, r1.x, l(20.000000)
sample_d r1.y, v2.xyxx, t2.xyzw, s0, l(0.000000, 0.000000, 0.000000, 0.000000), l(0.000000, 0.000000, 0.000000, 0.000000)
mad_sat r1.y, r1.y, l(10.000000), l(-1.500000)
mad_sat r0.w, -r0.w, l(2.000000), l(1.000000)
mul r0.w, r1.y, r0.w
mul r0.w, r1.x, r0.w
lt r1.x, r0.w, l(0.250000)
if_nz r1.x
  discard_nz l(-1)
endif 
lt r1.xy, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[73].xzxx
if_nz r1.x
  add r1.xzw, r0.xxyz, -cb0[61].xxyz
  add r1.x, |r1.z|, |r1.x|
  add r1.x, |r1.w|, r1.x
  mul r1.x, r1.x, cb0[61].w
  mad_sat r2.x, -r1.x, l(0.333000), l(1.000000)
  add r0.xyz, r0.xyzx, -cb0[62].xyzx
  add r0.x, |r0.y|, |r0.x|
  add r0.x, |r0.z|, r0.x
  mul r0.x, r0.x, cb0[62].w
  mad_sat r2.y, -r0.x, l(0.333000), l(1.000000)
  add r0.xy, r2.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
  mul_sat r0.xy, r0.xyxx, l(8.000000, 8.000000, 0.000000, 0.000000)
  add r0.x, r0.y, r0.x
  min r0.x, r0.x, l(1.000000)
  mul r0.w, r0.x, r0.w
endif 
if_nz r1.y
  sample r0.x, v1.xyxx, t3.yxzw, s3
  mul_sat r0.x, r0.x, l(10.000000)
  mul r0.w, r0.x, r0.w
endif 
lt r0.x, r0.w, l(0.500000)
if_nz r0.x
  discard_nz l(-1)
endif 
mov o0.xyzw, l(1.000000,1.000000,1.000000,1.000000)
ret 
// Approximately 46 instruction slots used
