// REFLECTIONS ---- Created with 3Dmigoto v1.3.16 on Wed Mar 23 17:14:57 2022

cbuffer _Globals : register(b0)
{
  float4 lightCount : packoffset(c0);
  float4 ambient : packoffset(c1);
  float4 lightInfo[4] : packoffset(c2);
  float4 g_vScreenDepthRect : packoffset(c6);
  float4 g_vDitherSettings : packoffset(c7);
  float4 g_ColorK : packoffset(c8) = {0.270000011,0.670000017,0.0599999987,0};
  float4 g_vLevelMin0 : packoffset(c9) = {0.0500000007,0.0500000007,0.0500000007,0};
  float4 g_vLevelMin1 : packoffset(c10) = {0.100000001,0.100000001,0.100000001,0};
  float4 g_vLevelMax : packoffset(c11) = {0.800000012,0.800000012,0.800000012,0};
  float4 g_vMaxAdd : packoffset(c12) = {0.100000001,0.100000001,0.100000001,0};
  float4 g_vMinSub : packoffset(c13) = {0.0199999996,0.0199999996,0.0199999996,0};
  float4 Color : packoffset(c14);
  float4 Settings : packoffset(c15);
  float4 Settings2 : packoffset(c16);
  float4 Settings3 : packoffset(c17);
  float4 Settings4 : packoffset(c18);
  float4 Transform : packoffset(c19);
  float4 g_vDepthCoordsClamp : packoffset(c20);
  float4 CamPos : packoffset(c21);
  float4 g_vCenterOffs : packoffset(c22);
  float4 g_vHFrustrum : packoffset(c23);
  float4 g_vVFrustrum : packoffset(c24);
  float4 g_avNoise[8] : packoffset(c25);
  float4x4 g_mView : packoffset(c33);
  float4 g_PixelsDir[8] : packoffset(c37);
  float4 g_vHistogramBoundLow : packoffset(c45) = {0,0.0160000008,0.0260000005,0.129999995};
  float4 g_vHistogramBoundHigh : packoffset(c46) = {0.0160000008,0.0260000005,0.129999995,0.409999996};
}

SamplerState LinearSampler_s : register(s0);
SamplerState DiffuseSamplerLerp_s : register(s1);
TextureCube<float4> g_tReflection : register(t0);
Texture2D<float4> DiffTexture : register(t1);
Texture2D<float4> DiffTexture2 : register(t2);
Texture2D<float4> ToneTexture : register(t3);
Texture2D<float4> ToneTextureMin : register(t4);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : SV_Position0,
  float2 v1 : TEXCOORD0,
  float2 w1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = DiffTexture.SampleLevel(DiffuseSamplerLerp_s, v1.xy, 0).xyzw;
  r1.xyzw = DiffTexture2.SampleLevel(DiffuseSamplerLerp_s, w1.xy, 0).xyzw;
  r1.w = cmp(r0.w < 0.00999999978);
  if (r1.w != 0) {
    o0.xyz = r1.xyz;
    o0.w = r0.w;
    return;
  }
  r2.xyzw = ToneTexture.SampleLevel(DiffuseSamplerLerp_s, w1.xy, 0).xyzw;
  r1.w = cmp(r2.w < 0.00999999978);
  if (r1.w != 0) {
    o0.xyz = r1.xyz;
    o0.w = 1;
    return;
  }
  r3.xyzw = ToneTextureMin.SampleLevel(DiffuseSamplerLerp_s, w1.xy, 0).xyzw;
  r1.w = cmp(r3.w == 0.000000);
  if (r1.w != 0) {
    r0.xyz = r0.xyz * float3(2,2,2) + float3(-1,-1,-1);
    r1.w = dot(r0.xyz, r0.xyz);
    r1.w = rsqrt(r1.w);
    r0.xyz = r1.www * r0.xyz;
    r1.w = 0.5 * Transform.z;
    r3.x = g_vCenterOffs.y * Transform.w;
    r4.x = -r1.w * g_vCenterOffs.x + v1.x;
    r3.x = r3.x * 0.5 + -v1.y;
    r4.y = r3.x / Settings.x;
    r4.z = Settings.y * r1.w;
    r1.w = dot(r4.xyz, r0.xyz);
    r1.w = r1.w + r1.w;
    r0.xyz = r0.xyz * -r1.www + r4.xyz;
    r4.x = dot(r0.xyz, g_mView._m00_m10_m20);
    r4.y = dot(r0.xyz, g_mView._m01_m11_m21);
    r4.z = dot(r0.xyz, g_mView._m02_m12_m22);
    r0.x = min(r3.z, r0.w);
    r0.y = r0.x * r2.w;
    r3.xyzw = g_tReflection.SampleLevel(LinearSampler_s, r4.xyz, 0).xyzw;
    r3.xyz = -r3.xyz * r0.yyy + r1.xyz;
    r0.x = -r0.x * r2.w + 1;
    r0.xzw = r3.xyz / r0.xxx;
    r2.xyz = saturate(r2.xyz / r2.www);
    r2.xyz = r2.xyz + -r0.xzw;
    r1.xyz = r0.yyy * r2.xyz + r0.xzw;
  }
  o0.xyz = r1.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.16 on Wed Mar 23 17:14:57 2022
//
//
// 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_vScreenDepthRect;         // Offset:   96 Size:    16 [unused]
//   float4 g_vDitherSettings;          // Offset:  112 Size:    16 [unused]
//   float4 g_ColorK;                   // Offset:  128 Size:    16 [unused]
//      = 0x3e8a3d71 0x3f2b851f 0x3d75c28f 0x00000000
//   float4 g_vLevelMin0;               // Offset:  144 Size:    16 [unused]
//      = 0x3d4ccccd 0x3d4ccccd 0x3d4ccccd 0x00000000
//   float4 g_vLevelMin1;               // Offset:  160 Size:    16 [unused]
//      = 0x3dcccccd 0x3dcccccd 0x3dcccccd 0x00000000
//   float4 g_vLevelMax;                // Offset:  176 Size:    16 [unused]
//      = 0x3f4ccccd 0x3f4ccccd 0x3f4ccccd 0x00000000
//   float4 g_vMaxAdd;                  // Offset:  192 Size:    16 [unused]
//      = 0x3dcccccd 0x3dcccccd 0x3dcccccd 0x00000000
//   float4 g_vMinSub;                  // 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
//   float4 g_vDepthCoordsClamp;        // Offset:  320 Size:    16 [unused]
//   float4 CamPos;                     // Offset:  336 Size:    16 [unused]
//   float4 g_vCenterOffs;              // Offset:  352 Size:    16
//   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
//   float4 g_PixelsDir[8];             // Offset:  592 Size:   128 [unused]
//   float4 g_vHistogramBoundLow;       // Offset:  720 Size:    16 [unused]
//      = 0x00000000 0x3c83126f 0x3cd4fdf4 0x3e051eb8
//   float4 g_vHistogramBoundHigh;      // Offset:  736 Size:    16 [unused]
//      = 0x3c83126f 0x3cd4fdf4 0x3e051eb8 0x3ed1eb85
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// LinearSampler                     sampler      NA          NA    0        1
// DiffuseSamplerLerp                sampler      NA          NA    1        1
// g_tReflection                     texture  float4        cube    0        1
// DiffTexture                       texture  float4          2d    1        1
// DiffTexture2                      texture  float4          2d    2        1
// ToneTexture                       texture  float4          2d    3        1
// ToneTextureMin                    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
// TEXCOORD                 1     zw        1     NONE   float     zw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[36], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texturecube (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_input_ps linear v1.zw
dcl_output o0.xyzw
dcl_temps 5
sample_l r0.xyzw, v1.xyxx, t1.xyzw, s1, l(0.000000)
sample_l r1.xyzw, v1.zwzz, t2.xyzw, s1, l(0.000000)
lt r1.w, r0.w, l(0.010000)
if_nz r1.w
  mov o0.xyz, r1.xyzx
  mov o0.w, r0.w
  ret
endif
sample_l r2.xyzw, v1.zwzz, t3.xyzw, s1, l(0.000000)
lt r1.w, r2.w, l(0.010000)
if_nz r1.w
  mov o0.xyz, r1.xyzx
  mov o0.w, l(1.000000)
  ret
endif
sample_l r3.xyzw, v1.zwzz, t4.xyzw, s1, l(0.000000)
eq r1.w, r3.w, l(0.000000)
if_nz r1.w
  mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
  dp3 r1.w, r0.xyzx, r0.xyzx
  rsq r1.w, r1.w
  mul r0.xyz, r0.xyzx, r1.wwww
  mul r1.w, cb0[19].z, l(0.500000)
  mul r3.x, cb0[19].w, cb0[22].y
  mad r4.x, -r1.w, cb0[22].x, v1.x
  mad r3.x, r3.x, l(0.500000), -v1.y
  div r4.y, r3.x, cb0[15].x
  mul r4.z, r1.w, cb0[15].y
  dp3 r1.w, r4.xyzx, r0.xyzx
  add r1.w, r1.w, r1.w
  mad r0.xyz, r0.xyzx, -r1.wwww, r4.xyzx
  dp3 r4.x, r0.xyzx, cb0[33].xyzx
  dp3 r4.y, r0.xyzx, cb0[34].xyzx
  dp3 r4.z, r0.xyzx, cb0[35].xyzx
  min r0.x, r0.w, r3.z
  mul r0.y, r2.w, r0.x
  sample_l r3.xyzw, r4.xyzx, t0.xyzw, s0, l(3.000000)
  mad r3.xyz, -r3.xyzx, r0.yyyy, r1.xyzx
  mad r0.x, -r0.x, r2.w, l(1.000000)
  div r0.xzw, r3.xxyz, r0.xxxx
  div_sat r2.xyz, r2.xyzx, r2.wwww
  add r2.xyz, -r0.xzwx, r2.xyzx
  mad r1.xyz, r0.yyyy, r2.xyzx, r0.xzwx
endif
mov o0.xyz, r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 47 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
