//mages portal room light through stained glass window. Neph.
// ---- Created with 3Dmigoto v1.3.16.45 on Sat Dec 12 22:51:40 2020
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

SamplerState s3_s : register(s3);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[18];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float3 v2 : TEXCOORD1,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;
  
//float4 stereo = StereoParams.Load(0);
//float4 iniParams = IniParams.Load(0);

     
  

  r0.xyz = -cb1[6].xyz + cb1[5].xyz;
  r0.w = cb1[10].y + -cb1[6].w;
  r0.w = 1 / r0.w;
  r1.xy = v1.xy / v1.ww;
  r1.xy = r1.xy * cb1[4].xy + cb1[4].zw;
  r1.z = t2.SampleLevel(s0_s, r1.xy, 0).x;
  r2.xyzw = t1.SampleLevel(s0_s, r1.xy, 0).xyzw;
  r3.xy = v2.xy / v2.zz;
  
 
//  
  
  r3.zw = float2(1,1);
  r1.xyw = -r3.xyz * r1.zzz + cb1[7].xyz;
  
  
//  r1.x+=stereo.x * (r1.z - stereo.y ) * 0.95822; 
  
  
  r3.xyz = r3.xyz * r1.zzz;
  r1.z = dot(r1.xyw, r1.xyw);
  r4.x = rsqrt(r1.z);
  r1.z = r1.z * r4.x + -cb1[6].w;
  r0.w = saturate(r1.z * r0.w);
  r1.z = r0.w * -2 + 3;
  r0.w = r0.w * r0.w;
  r0.w = r1.z * r0.w;
  r0.xyz = r0.www * r0.xyz + cb1[6].xyz;
  r0.w = dot(cb1[9].xyz, -r1.xyw);
  r0.w = max(0, r0.w);
  r0.w = -cb1[8].x + r0.w;
  r0.w = saturate(cb1[8].z * r0.w);
  r0.w = 1 + -r0.w;
  r0.xyz = r0.xyz * r0.www;
  r0.xyz = r0.xyz * r0.xyz;
  r2.xyz = r2.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r0.w = dot(r1.xyw, r2.xyz);
  r1.xyz = r4.xxx * -r1.xyw;
  r0.w = r0.w * r4.x;
  r0.w = max(0, r0.w);
  r0.xyz = r0.xyz * r0.www;
  r0.w = dot(cb1[9].xyz, r1.xyz);
  r0.w = max(0, r0.w);
  r1.x = -cb1[8].w + r0.w;
  r1.x = cb1[9].w * r1.x;
  r1.x = log2(abs(r1.x));
  r1.x = cb1[5].w * r1.x;
  r1.x = exp2(r1.x);
  r1.y = cmp(cb1[7].w >= r0.w);
  r0.w = cmp(r0.w < cb1[8].w);
  r1.x = r1.y ? r1.x : 1;
  r0.w = r0.w ? 0 : r1.x;
  r0.xyz = r0.xyz * r0.www;
  r1.xyz = r0.xyz * r2.www;
  r0.w = cmp(0 != cb1[10].x);
  r0.xyz = r0.www ? r1.xyz : r0.xyz;
  r1.x = dot(cb1[14].xyzw, r3.xyzw);
  r1.y = dot(cb1[15].xyzw, r3.xyzw);
  r0.w = dot(cb1[17].xyzw, r3.xyzw);
  r1.xy = r1.xy / r0.ww;
  r1.xy = r1.xy * float2(0.5,0.5) + float2(0.5,0.5);
  r1.xyz = t3.Sample(s3_s, r1.xy).xyz;
  o0.xyz = r1.xyz * r0.xyz;
  o0.w = 1;
  
   o0=0;
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16.45 on Sat Dec 12 22:51:40 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// 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_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[18], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s3, mode_default
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.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 5
add r0.xyz, cb1[5].xyzx, -cb1[6].xyzx
add r0.w, -cb1[6].w, cb1[10].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
div r1.xy, v1.xyxx, v1.wwww
mad r1.xy, r1.xyxx, cb1[4].xyxx, cb1[4].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r1.z, r1.xyxx, t2.yzxw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r1.xyxx, t1.xyzw, s0, l(0.000000)
div r3.xy, v2.xyxx, v2.zzzz
mov r3.zw, l(0,0,1.000000,1.000000)
mad r1.xyw, -r3.xyxz, r1.zzzz, cb1[7].xyxz
mul r3.xyz, r1.zzzz, r3.xyzx
dp3 r1.z, r1.xywx, r1.xywx
rsq r4.x, r1.z
mad r1.z, r1.z, r4.x, -cb1[6].w
mul_sat r0.w, r0.w, r1.z
mad r1.z, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.z
mad r0.xyz, r0.wwww, r0.xyzx, cb1[6].xyzx
dp3 r0.w, cb1[9].xyzx, -r1.xywx
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb1[8].x
mul_sat r0.w, r0.w, cb1[8].z
add r0.w, -r0.w, l(1.000000)
mul r0.xyz, r0.wwww, r0.xyzx
mul r0.xyz, r0.xyzx, r0.xyzx
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.w, r1.xywx, r2.xyzx
mul r1.xyz, -r1.xywx, r4.xxxx
mul r0.w, r4.x, r0.w
max r0.w, r0.w, l(0.000000)
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, cb1[9].xyzx, r1.xyzx
max r0.w, r0.w, l(0.000000)
add r1.x, r0.w, -cb1[8].w
mul r1.x, r1.x, cb1[9].w
log r1.x, |r1.x|
mul r1.x, r1.x, cb1[5].w
exp r1.x, r1.x
ge r1.y, cb1[7].w, r0.w
lt r0.w, r0.w, cb1[8].w
movc r1.x, r1.y, r1.x, l(1.000000)
movc r0.w, r0.w, l(0), r1.x
mul r0.xyz, r0.wwww, r0.xyzx
mul r1.xyz, r2.wwww, r0.xyzx
ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb1[10].x
movc r0.xyz, r0.wwww, r1.xyzx, r0.xyzx
dp4 r1.x, cb1[14].xyzw, r3.xyzw
dp4 r1.y, cb1[15].xyzw, r3.xyzw
dp4 r0.w, cb1[17].xyzw, r3.xyzw
div r1.xy, r1.xyxx, r0.wwww
mad r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t3.xyzw, s3
mul o0.xyz, r0.xyzx, r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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