//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.7 on Thu Nov 12 18:21:42 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 s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, 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_resource_texture2darray (float,float,float,float) t4
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.z, r0.xyxx, t3.yzxw, s3, r0.zzzz, r0.wwww
ge r0.w, l(0.010000), r0.z
if_nz r0.w
  mul r2.z, r0.z, 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.z, 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 r1.x, r3.xyzw, r2.xyzw
dp4 r1.y, r4.xyzw, r2.xyzw
dp4 r1.z, r5.xyzw, r2.xyzw
dp4 r0.z, r6.xyzw, r2.xyzw
div r1.xyz, r1.xyzx, r0.zzzz

ld_indexable(texture2d)(float,float,float,float) r28.xyzw, l(0, 0, 0, 0), t125.xyzw
add r28.w, r1.z, -r28.y
mul r28.w, r28.w, r28.x
mul r28.w, r28.w, cb12[20].x
add r1.x, r1.x, -r28.w

sample_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t2.xywz, s2
sample_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t1.xyzw, s1
mad r0.xy, r0.xyxx, l(4.000000, 4.000000, 0.000000, 0.000000), l(-2.000000, -2.000000, 0.000000, 0.000000)
dp2 r0.x, r0.xyxx, r0.xyxx
mad r0.x, -r0.x, l(0.500000), l(1.000000)
mad r0.y, r0.z, l(255.000000), l(-1.000000)
lt r0.y, |r0.y|, l(0.250000)
max r0.x, r0.x, l(0.000000)
add r0.z, -r0.x, l(1.000000)
sqrt r0.z, r0.z
mad r0.w, r0.x, l(-0.0187292993), l(0.074261)
mad r0.w, r0.w, r0.x, l(-0.212114394)
mad r0.x, r0.w, r0.x, l(1.57072878)
mul r0.x, r0.z, r0.x
sincos r0.x, r2.x, r0.x
div r0.x, r0.x, r2.x
mul r0.x, r0.x, l(0.080000)
mov r1.w, l(1.000000)
dp4 r2.x, cb2[11].xyzw, r1.xyzw
dp4 r2.y, cb2[12].xyzw, r1.xyzw
dp4 r0.z, cb2[13].xyzw, r1.xyzw
min r0.z, r0.z, l(0.999999)
mov r2.z, cb2[9].y
sample_indexable(texture2darray)(float,float,float,float) r0.w, r2.xyzx, t4.yzwx, s4
movc r0.x, r0.y, -r0.x, l(-0.275000)
add r0.x, r0.x, r0.z
ge r0.x, r0.w, r0.x
dp3 r0.y, r1.xyzx, r1.xyzx
div_sat r0.y, r0.y, cb2[24].x
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.y
mad r0.y, -r0.y, r0.y, l(1.000000)
add r0.y, -r0.y, l(1.000000)
movc r0.xyz, r0.xxxx, l(1.000000,1.000000,1.000000,0), r0.yyyy
mov o0.xyzw, r0.zzzz
mov o1.xyz, r0.xyzx
mov o1.w, l(1.000000)
ret 
// Approximately 0 instruction slots used
