//
// 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
//      = 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
//   float4 Settings3;                  // Offset:  272 Size:    16
//   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
// ------------------------------ ---------- ------- ----------- ---- --------
// DiffuseSamplerPoint               sampler      NA          NA    0        1
// ScSampler                         sampler      NA          NA    1        1
// NoiseSampler                      sampler      NA          NA    2        1
// DiffuseSampler2                   sampler      NA          NA    3        1
// LightSampler                      sampler      NA          NA    4        1
// NoiseSampler                      texture  float4          3d    0        1
// LightSampler                      texture  float4          2d    1        1
// DiffuseSamplerPoint               texture  float4          2d    2        1
// ScSampler                         texture  float4          2d    3        1
// DiffTexture2                      texture  float4          2d    4        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  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[18], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture3d (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_resource_texture2d (float,float,float,float) t4
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 5
mul r0.xy, v1.xyxx, l(3.000000, 3.000000, 0.000000, 0.000000)
mov r0.z, cb0[15].w
sample r0.xyzw, r0.xyzx, t0.xyzw, s2
add r1.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
sample r2.xyzw, v1.xyxx, t2.xyzw, s0
dp4 r0.w, r2.xyzw, cb0[9].xyzw
add r2.xyz, -r0.wwww, r2.xyzx
mad r2.xyz, r2.xyzx, cb0[17].yyyy, r0.wwww
mad r0.xyz, r2.xyzx, r1.xyzx, r0.xyzx
add r1.xyzw, v1.xxyy, cb0[16].wxyx
mul r3.xy, r1.yzyy, cb0[16].zzzz
sample_l r3.xyzw, r3.xyxx, t4.xyzw, s3, l(0.000000)
mul r4.xyz, r3.xyzx, cb0[15].wwww
mad r3.xyz, -r3.xyzx, cb0[15].wwww, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.xyz, r0.xyzx, r3.xyzx, r4.xyzx
mad r1.y, cb0[16].w, l(5.000000), r1.w
mul r1.xy, r1.xyxx, l(5.000000, 5.000000, 0.000000, 0.000000)
sample r1.xyzw, r1.xyxx, t3.xyzw, s1
mul r3.xyz, r1.xyzx, cb0[15].xxxx
mad r1.xyz, -r1.xyzx, cb0[15].xxxx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.xyz, r0.xyzx, r1.xyzx, r3.xyzx
sample r1.xyzw, v1.xyxx, t1.xyzw, s4
mad r3.xyz, -r1.xyzx, cb0[15].zzzz, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.xyz, r1.xyzx, cb0[15].zzzz
mad r0.xyz, r0.xyzx, r3.xyzx, r1.xyzx
mad r1.xyz, -r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.xyz, -r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r0.xyzx
dp3 r0.x, l(0.300000, 0.590000, 0.110000, 0.000000), r0.xyzx
mad r0.xyz, r0.xxxx, l(0.730000, 0.800000, 1.000000, 0.000000), l(0.270000, 0.200000, 0.000000, 0.000000)
add r0.xyz, -r2.xyzx, r0.xyzx
mad o0.xyz, cb0[17].xxxx, r0.xyzx, r2.xyzx
mov o0.w, l(1.000000)
ret 
// Approximately 33 instruction slots used
