//
// 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
// {
//
//   struct
//   {
//       
//       float4 vDesc;                  // Offset:    0
//       float4 vFogLayerPlane;         // Offset:   16
//       float4 vFogLayerColor;         // Offset:   32
//       float4 vFogLayerSettings;      // Offset:   48
//       float4 vFogColor;              // Offset:   64
//       float4 vFogDistance;           // Offset:   80
//
//   } g_FogDesc;                       // Offset:    0 Size:    96 [unused]
//   float4 g_vAmbient;                 // Offset:   96 Size:    16 [unused]
//   float4 g_vLightColor;              // Offset:  112 Size:    16 [unused]
//   float3 g_vLightDir;                // Offset:  128 Size:    12 [unused]
//   float4x4 g_mCloudsShadowsSpace;    // Offset:  144 Size:    64 [unused]
//   float4 g_vCloudsShadowDesc;        // Offset:  208 Size:    16 [unused]
//   float4 g_vCamPos;                  // Offset:  224 Size:    16
//   float4 g_vCenter;                  // Offset:  240 Size:    16
//   float4x4 g_mViewProj;              // Offset:  256 Size:    64
//   float4 g_vSettings0;               // Offset:  320 Size:    16
//   float4 g_vSettings1;               // Offset:  336 Size:    16
//   float4 g_vSettings2;               // Offset:  352 Size:    16 [unused]
//   float4 g_vScreenRect;              // Offset:  368 Size:    16 [unused]
//   float3 g_vPlaneN;                  // Offset:  384 Size:    12
//   float4x4 g_mIWorld;                // Offset:  400 Size:    64 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// CloudsShadowsSampler              sampler      NA          NA    0        1
// DepthSampler                      sampler      NA          NA    1        1
// DepthSampler                      texture  float4          2d    0        1
// CloudsShadowsSampler              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   xyzw        1     NONE   float     zw
// TEXCOORD                 1   xyz         2     NONE   float       
// TEXCOORD                 2   xyz         3     NONE   float       
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyz 
// TEXCOORD                 5   xyzw        6     NONE   float      w
// TEXCOORD                 6   xyzw        7     NONE   float   xy w
// TEXCOORD                 7   xyz         8     NONE   float   xyz 
// TEXCOORD                 8   xyz         9     NONE   float   xy  
// SV_ClipDistance          0   x          10  CLIPDST   float       
// SV_ClipDistance          1    y         10  CLIPDST   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[25], 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.zw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.w
dcl_input_ps linear v7.xyw
dcl_input_ps linear v8.xyz
dcl_input_ps linear v9.xy
dcl_output o0.xyzw
dcl_temps 4
mov r0.xyz, cb0[24].xyzx
mov r0.w, -cb0[21].x
mov r1.xyz, cb0[14].xyzx
mov r1.w, l(1.000000)
dp4 r0.x, r0.xyzw, r1.xyzw
add r0.y, -cb0[21].y, -cb0[21].x
add r1.xyz, v8.xyzx, -cb0[14].xyzx
dp3 r0.z, cb0[24].xyzx, cb0[14].xyzx
add r0.y, r0.y, r0.z
dp3 r0.w, cb0[24].xyzx, r1.xyzx
div r0.y, r0.y, -r0.w
mad r2.xyz, r0.yyyy, r1.xyzx, cb0[14].xyzx
dp3 r0.y, r1.xyzx, r1.xyzx
rsq r0.y, r0.y
mul r3.xyz, r0.yyyy, r1.xyzx
dp3 r0.y, r3.xyzx, cb0[24].xyzx
max r0.y, |r0.y|, l(0.001000)
dp3 r1.w, r2.xyzx, cb0[19].xyzx
add r1.w, r1.w, cb0[19].w
add r0.z, r0.z, -cb0[21].x
div r0.z, r0.z, -r0.w
mad r1.xyz, r0.zzzz, r1.xyzx, cb0[14].xyzx
dp3 r0.z, r1.xyzx, cb0[19].xyzx
add r0.z, r0.z, cb0[19].w
lt r0.w, r0.x, l(0.000000)
if_nz r0.w
  mov r0.yw, r0.yyyz
else 
  lt r0.x, cb0[21].y, r0.x
  if_nz r0.x
    mov r0.w, r1.w
  else 
    mov r0.yw, l(0,1.000000,0,0)
  endif 
endif 
div r0.x, l(0.005000), r0.y
add r0.x, r0.x, l(0.010000)
mad r0.x, -v6.w, r0.x, r0.w
div r0.yw, v7.xxxy, v7.wwww
sample r2.xyzw, r0.ywyy, t0.xyzw, s1
max r0.y, r0.z, r1.w
min r0.y, r0.y, r2.x
lt r0.x, r0.x, r0.y
if_nz r0.x
  add r0.x, -cb0[20].z, cb0[20].w
  div r0.x, r0.x, cb0[20].x
  add r0.y, r0.y, -v6.w
  div_sat r0.x, r0.y, r0.x
else 
  mov r0.x, l(1.000000)
endif 
dp3 r0.y, v5.xyzx, l(0.333000, 0.333000, 0.333000, 0.000000)
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.y, r0.x
mul r0.x, r0.x, v4.w
lt r0.y, l(0.001000), r0.x
if_nz r0.y
  sample r1.xyzw, v9.xyxx, t1.xyzw, s0
  add r0.y, r1.y, l(-0.500000)
  mul_sat r0.y, r0.y, l(4.000000)
  add r0.z, v1.z, l(-0.700000)
  mad_sat r0.z, -r0.z, l(3.33333325), l(1.000000)
  mul r0.x, r0.z, r0.x
  add o0.xyz, v4.xyzx, v4.xyzx
  mul r0.x, r0.x, r0.y
  mul r0.y, v1.w, cb0[15].w
  mul o0.w, r0.y, r0.x
else 
  mov o0.xyzw, l(0,0,0,0)
endif 
ret 
// Approximately 71 instruction slots used
