//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.7 on Thu Nov 12 18:21:16 2015
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb12[28], immediateIndexed
dcl_constantbuffer cb2[28], immediateIndexed
dcl_sampler s3, mode_default
dcl_sampler s5, mode_comparison
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2darray (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o1.xyzw
//dcl_temps 7
dcl_temps 28

mul r0.xy, v0.xyxx, cb2[27].xyxx
mul r0.xy, r0.xyxx, cb2[0].xyxx
mul r1.x, v0.x, cb2[0].x
deriv_rtx_coarse r0.z, r0.x
deriv_rty_coarse r0.w, r0.y
sample_d_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t3.xyzw, s3, r0.zzzz, r0.wwww
ge r0.y, l(0.010000), r0.x
if_nz r0.y
  mul r2.z, r0.x, l(100.000000)
  mov r3.xyzw, cb12[24].xyzw
  mov r4.xyzw, cb12[25].xyzw
  mov r5.xyzw, cb12[26].xyzw
  mov r6.xyzw, cb12[27].xyzw
else 
  mad r2.z, r0.x, l(1.010000), l(-0.010000)
  mov r3.xyzw, cb12[20].xyzw
  mov r4.xyzw, cb12[21].xyzw
  mov r5.xyzw, cb12[22].xyzw
  mov r6.xyzw, cb12[23].xyzw
endif 
mad r1.z, -v0.y, cb2[0].y, l(1.000000)
mad r2.xy, r1.xzxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mov r2.w, l(1.000000)
dp4 r0.x, r3.xyzw, r2.xyzw
dp4 r0.y, r4.xyzw, r2.xyzw
dp4 r0.z, r5.xyzw, r2.xyzw
dp4 r0.w, r6.xyzw, r2.xyzw
div r0.xyz, r0.xyzx, r0.wwww

ld_indexable(texture2d)(float,float,float,float) r28.xyzw, l(0, 0, 0, 0), t125.xyzw
add r28.w, r0.z, -r28.y
mul r28.w, r28.w, r28.x
mul r28.w, r28.w, cb12[20].x
add r0.x, r0.x, -r28.w

mov r0.w, l(1.000000)
dp4 r1.x, cb2[11].xyzw, r0.xyzw
dp4 r1.y, cb2[12].xyzw, r0.xyzw
dp4 r0.w, cb2[13].xyzw, r0.xyzw
min r0.w, r0.w, l(0.999999)
mov r2.z, cb2[9].y
mov r1.zw, l(0,0,0,0)
loop 
  ige r2.w, r1.w, l(3)
  breakc_nz r2.w
  itof r2.w, r1.w
  add r3.x, r2.w, l(-1.000000)
  mov r2.w, r1.z
  mov r3.z, l(0)
  loop 
    ige r3.w, r3.z, l(3)
    breakc_nz r3.w
    itof r3.w, r3.z
    add r3.y, r3.w, l(-1.000000)
    mad r2.xy, r3.xyxx, cb2[20].zwzz, r1.xyxx
    sample_c_lz_indexable(texture2darray)(float,float,float,float) r2.x, r2.xyzx, t5.xxxx, s5, r0.w
    add r2.w, r2.x, r2.w
    iadd r3.z, r3.z, l(1)
  endloop 
  mov r1.z, r2.w
  iadd r1.w, r1.w, l(1)
endloop 
dp3 r0.x, r0.xyzx, r0.xyzx
div_sat r0.x, r0.x, cb2[24].x
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.x
mad r0.x, -r0.x, r0.x, l(1.000000)
mad r0.y, r1.z, l(0.111111112), l(-1.000000)
mad r0.xyz, r0.xxxx, r0.yyyy, l(1.000000, 1.000000, 1.000000, 0.000000)
mov o0.xyzw, r0.zzzz
mov o1.xyz, r0.xyzx
mov o1.w, l(1.000000)
ret 
// Approximately 0 instruction slots used
