// orb around access point
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.56 on Mon Mar 27 07:02:59 2017
//
//
// Buffer Definitions: 
//
// cbuffer SceneBuffer
// {
//
//   float4x4 g_View;                   // Offset:    0 Size:    64 [unused]
//   float4x4 g_Proj;                   // Offset:   64 Size:    64 [unused]
//   float4x4 g_ViewProjection;         // Offset:  128 Size:    64 [unused]
//   float4x4 g_ViewInverseMatrix;      // Offset:  192 Size:    64
//
// }
//
// cbuffer HPixel_Buffer
// {
//
//   float4 g_TargetUvParam;            // Offset:    0 Size:    16
//
// }
//
// cbuffer CamParam_HPixel_Buffer
// {
//
//   float4 g_CameraParam;              // Offset:    0 Size:    16
//   float4 g_CameraVec;                // Offset:   16 Size:    16 [unused]
//
// }
//
// cbuffer EffectParameterIndex
// {
//
//   uint g_EffectParameterIndex;       // Offset:    0 Size:     4
//
// }
//
// Resource bind info for g_EffectPixelCategoryBuffers
// {
//
//   struct EffectPixelCategoryBuffer
//   {
//       
//       float4 m_Category00;           // Offset:    0
//       float4 m_Category01;           // Offset:   16
//       float4 m_Category02;           // Offset:   32
//       float4 m_Category03;           // Offset:   48
//       float4 m_Category04;           // Offset:   64
//       float4 m_Category05;           // Offset:   80
//       float4 m_Category06;           // Offset:   96
//       float4 m_Category07;           // Offset:  112
//
//   } $Element;                        // Offset:    0 Size:   128
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_ColorTextureSampler             sampler      NA          NA    0        1
// g_ColorTexture                    texture  float4          2d    0        1
// g_ZTexture                        texture  float4          2d   13        1
// g_EffectPixelCategoryBuffers      texture  struct         r/o   30        1
// SceneBuffer                       cbuffer      NA          NA    0        1
// EffectParameterIndex              cbuffer      NA          NA    1        1
// HPixel_Buffer                     cbuffer      NA          NA   12        1
// CamParam_HPixel_Buffer            cbuffer      NA          NA   13        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy  
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
//
//
// 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 cb0[15], immediateIndexed
dcl_constantbuffer cb12[1], immediateIndexed
dcl_constantbuffer cb13[1], immediateIndexed
dcl_constantbuffer cb1[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t13
dcl_resource_structured t30, 128 
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw


//declare 3d vision sampler
dcl_resource_texture2d (float,float,float,float) t125
dcl_temps 4

resinfo_indexable(texture2d)(float,float,float,float) r0.xy, l(0), t13.xyzw
mul r0.zw, v0.xxxy, cb12[0].xxxy
add r1.xy, r0.zwzz, r0.zwzz
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 4.000000, -4.000000), l(0.000000, 0.000000, -1.000000, 1.000000)
mul r0.xy, r0.xyxx, r1.xyxx
ftoi r2.xy, r0.xyxx
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.x, r2.xyzw, t13.xyzw
mad r0.x, r0.x, cb13[0].y, cb13[0].x
mul r0.yz, r0.xxxx, r0.zzwz
mov r2.z, -r0.x
mul r2.xy, r0.yzyy, cb13[0].zwzz
mov r2.w, l(1.000000)

ld_indexable(texture2d)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw
add r3.y, r2.z, r3.y
mul r3.x, r3.x, r3.y
rcp r3.w, cb0[4].x
mul r3.x, r3.x, r3.w
add r2.x, r2.x, r3.x

dp4 r0.x, r2.xyzw, cb0[12].xyzw
dp4 r0.y, r2.xyzw, cb0[13].xyzw
dp4 r0.z, r2.xyzw, cb0[14].xyzw
ld_structured_indexable(structured_buffer, stride=128)(mixed,mixed,mixed,mixed) r2.xyzw, cb1[0].x, l(28), t30.xyzw
add r0.xyz, -r0.xyzx, r2.yzwy
mul r1.xy, r1.xyxx, r2.xxxx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t0.xyzw, s0
dp3 r0.x, r0.xyzx, r0.xyzx
sqrt r0.x, r0.x
ld_structured_indexable(structured_buffer, stride=128)(mixed,mixed,mixed,mixed) r2.xyzw, cb1[0].x, l(0), t30.xyzw
mad r0.y, r0.x, r2.x, -r2.y
mad r0.y, -|r0.y|, r2.z, l(1.000000)
ge r0.y, r0.y, l(0.000000)
and r0.y, r0.y, l(0x3f800000)
mul r0.y, r2.w, r0.y
ld_structured_indexable(structured_buffer, stride=128)(mixed,mixed,mixed,mixed) r0.zw, cb1[0].x, l(4), t30.xxxy
mad r0.z, r0.x, r2.x, -r0.z
mad r0.x, -r0.x, r2.x, l(1.000000)
mul r0.x, r0.x, l(5.000000)
max r0.x, r0.x, l(0.000000)
min r0.x, r0.x, l(0.300000)
mad r2.x, r0.z, r0.w, l(1.000000)
mad r0.z, -r0.z, r0.w, l(1.000000)
ld_structured_indexable(structured_buffer, stride=128)(mixed,mixed,mixed,mixed) r2.yz, cb1[0].x, l(20), t30.xxyx
mul_sat r0.w, r2.z, r2.x
mul r0.y, r0.y, r0.w
mad r1.xyzw, r0.xxxx, r1.xyzw, r0.yyyy
ld_structured_indexable(structured_buffer, stride=128)(mixed,mixed,mixed,mixed) r0.x, cb1[0].x, l(24), t30.xxxx
mul_sat r0.x, r0.x, r0.z
mul r0.x, r2.y, r0.x
mul r1.w, r0.x, r1.w
mul r0.xyzw, r1.xyzw, v1.xyzw
mov_sat o0.w, r0.w
mov o0.xyz, r0.xyzx
ret 
// Approximately 48 instruction slots used

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