//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Modified for NaturalVision by Razed
//
// Buffer Definitions: 
//
// cbuffer rage_matrices
// {
//
//   row_major float4x4 gWorld;         // Offset:    0 Size:    64 [unused]
//   row_major float4x4 gWorldView;     // Offset:   64 Size:    64 [unused]
//   row_major float4x4 gWorldViewProj; // Offset:  128 Size:    64 [unused]
//   row_major float4x4 gViewInverse;   // Offset:  192 Size:    64
//
// }
//
// cbuffer misc_globals
// {
//
//   float4 globalFade;                 // Offset:    0 Size:    16 [unused]
//   float globalHeightScale;           // Offset:   16 Size:     4 [unused]
//   float globalShaderQuality;         // Offset:   20 Size:     4 [unused]
//   float globalReuseMe00001;          // Offset:   24 Size:     4 [unused]
//   float globalReuseMe00002;          // Offset:   28 Size:     4 [unused]
//   float4 POMFlags;                   // Offset:   32 Size:    16 [unused]
//   float4 g_Rage_Tessellation_CameraPosition;// Offset:   48 Size:    16 [unused]
//   float4 g_Rage_Tessellation_CameraZAxis;// Offset:   64 Size:    16 [unused]
//   float4 g_Rage_Tessellation_ScreenSpaceErrorParams;// Offset:   80 Size:    16 [unused]
//   float4 g_Rage_Tessellation_LinearScale;// Offset:   96 Size:    16 [unused]
//   float4 g_Rage_Tessellation_Frustum[4];// Offset:  112 Size:    64 [unused]
//   float4 g_Rage_Tessellation_Epsilons;// Offset:  176 Size:    16 [unused]
//   float4 globalScalars;              // Offset:  192 Size:    16 [unused]
//   float4 globalScalars2;             // Offset:  208 Size:    16 [unused]
//   float4 globalScalars3;             // Offset:  224 Size:    16
//   float4 globalScreenSize;           // Offset:  240 Size:    16
//   uint4 gTargetAAParams;             // Offset:  256 Size:    16 [unused]
//   float4 colorize;                   // Offset:  272 Size:    16 [unused]
//   float4 gGlobalParticleShadowBias;  // Offset:  288 Size:    16 [unused]
//   float gGlobalParticleDofAlphaScale;// Offset:  304 Size:     4 [unused]
//   float gGlobalFogIntensity;         // Offset:  308 Size:     4 [unused]
//   float4 gPlayerLFootPos;            // Offset:  320 Size:    16 [unused]
//   float4 gPlayerRFootPos;            // Offset:  336 Size:    16 [unused]
//
// }
//
// cbuffer lighting_locals
// {
//
//   float4 deferredLightParams[14];    // Offset:    0 Size:   224 [unused]
//   float4 deferredLightVolumeParams[2];// Offset:  224 Size:    32 [unused]
//   float4 deferredLightScreenSize;    // Offset:  256 Size:    16 [unused]
//   float4 deferredProjectionParams;   // Offset:  272 Size:    16
//   float3 deferredPerspectiveShearParams0;// Offset:  288 Size:    12 [unused]
//   float3 deferredPerspectiveShearParams1;// Offset:  304 Size:    12 [unused]
//   float3 deferredPerspectiveShearParams2;// Offset:  320 Size:    12 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// gbufferTexture0Global             texture  float4        2dMS    7        1
// gbufferTexture1Global             texture  float4        2dMS    8        1
// gbufferTexture2Global             texture  float4        2dMS    9        1
// gbufferStencilTextureGlobal       texture   uint2        2dMS   11        1
// gbufferTextureDepthGlobal         texture   float        2dMS   12        1
// rage_matrices                     cbuffer      NA          NA    1        1
// misc_globals                      cbuffer      NA          NA    2        1
// lighting_locals                   cbuffer      NA          NA   12        1
//
//
//
// 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   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   x zw
// COLOR                    0   xyzw        6     NONE   float   xyz 
// SV_SampleIndex           0   x           7   SAMPLE    uint   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
// Pixel Shader runs at sample frequency
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[16], immediateIndexed
dcl_constantbuffer cb12[18], immediateIndexed
dcl_resource_texture2dms(0) (float,float,float,float) t7
dcl_resource_texture2dms(0) (float,float,float,float) t8
dcl_resource_texture2dms(0) (float,float,float,float) t9
dcl_resource_texture2dms(0) (uint,uint,uint,uint) t11
dcl_resource_texture2dms(0) (float,float,float,float) t12
dcl_input_ps linear sample v1.xyw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xzw
dcl_input_ps linear v6.xyz
dcl_input_ps_sgv v7.x, sampleIndex
dcl_output o0.xyzw
dcl_temps 6
mul r0.x, v3.w, v3.w
div r0.x, l(1.000000e+000, 1.000000e+000, 1.000000e+000, 1.000000e+000), r0.x
mul r0.y, v5.z, -v5.x
div r0.zw, v1.xxxy, v1.wwww
mul r0.zw, r0.zzzw, cb2[15].xxxy
ftoi r1.xy, r0.zwzz
mov r1.zw, l(0,0,0,0)
ldms r0.z, r1.xyww, t12.yzxw, v7.x
add r0.z, -r0.z, cb12[17].w
add r0.z, r0.z, l(1.000000e+000)
div r0.z, cb12[17].z, r0.z
div r2.xyz, v2.xyzx, v2.wwww
mad r3.xyz, r2.xyzx, r0.zzzz, cb1[15].xyzx
add r3.xyz, -r3.xyzx, v3.xyzx
dp3 r0.z, r3.xyzx, r3.xyzx
rsq r0.w, r0.z
mul r3.xyz, r0.wwww, r3.xyzx
mad r0.x, -r0.z, r0.x, l(1.000000e+000)
max r0.x, r0.x, l(0.000000e+000)
add r0.z, -v4.w, l(1.000000e+000)
mad r0.z, r0.z, r0.x, v4.w
div r0.x, r0.x, r0.z
dp3 r0.z, r3.xyzx, -v4.xyzx
mad_sat r0.y, r0.z, v5.z, r0.y
mul r0.x, r0.y, r0.x
lt r0.y, r0.x, l(1.000000e-006)
discard_nz r0.y
ldms r0.y, r1.xyww, t11.xyzw, v7.x
and r0.y, r0.y, l(8)
utof r0.y, r0.y
ge r0.y, r0.y, l(7.900000e+000)
ldms r4.xyz, r1.xyww, t7.xyzw, v7.x
mul r4.xyz, r4.xyzx, r4.xyzx
ldms r0.zw, r1.xyww, t9.ywxz, v7.x
mul r0.z, r0.z, r0.z
ldms r1.xyzw, r1.xyzw, t8.xyzw, v7.x
mul r5.xyz, r1.wwww, l(9.980469e-001, 7.984375e+000, 6.387500e+001, 0.000000e+000)
frc r5.xyz, r5.xyzx
mad r5.xy, -r5.yzyy, l(1.250000e-001, 1.250000e-001, 0.000000e+000, 0.000000e+000), r5.xyxx
mad r1.xyz, r1.xyzx, l(2.560000e+002, 2.560000e+002, 2.560000e+002, 0.000000e+000), r5.xyzx
add r1.xyz, r1.xyzx, l(-1.280000e+002, -1.280000e+002, -1.280000e+002, 0.000000e+000)
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
min r0.z, r0.z, l(1.000000e+000)
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
movc r0.y, r0.y, l(0), l(0.100000)
mul r0.x, r0.y, r0.x
mul r5.xyz, v5.wwww, v6.xyzx
dp3_sat r0.y, r1.xyzx, r3.xyzx
dp3_sat r1.x, -r2.xyzx, r1.xyzx
add r1.x, -r1.x, l(1.000000e+000)
mul r1.y, r1.x, r1.x
mul r1.y, r1.y, r1.y
mul r1.x, r1.x, r1.y
add r1.y, -r0.w, l(1.000000e+000)
mad r0.w, r0.w, r1.x, r1.y
mad r0.z, -r0.z, r0.w, l(1.000000e+000)
mul r0.y, r0.z, r0.y
mul r0.yzw, r0.yyyy, r4.xxyz
mul r0.yzw, r5.yxxx, r0.yyzw
//mul r0.yzw, r5.xxyz, r0.yyzw //Yellow r5
mul r0.xyz, r0.xxxx, r0.yzwy
mul o0.xyz, r0.xyzx, cb2[14].zzzz
mov o0.w, l(1.000000)
ret 
// Approximately 67 instruction slots used
