// ---- Created with 3Dmigoto v1.2.35 on Tue Apr 26 22:31:12 2016

cbuffer cbTextureTilingScale : register(b1)
{
  float4 FC_TextureTilingScale[25] : packoffset(c0);
}

cbuffer cbMatDynParam : register(b2)
{
  bool FC_isDitherAlpha : packoffset(c0);
  float FC_TranslucencyScale : packoffset(c1);
  float4 FC_EmissiveColor : packoffset(c2);
  float4 FC_BlendMaskParam : packoffset(c3);
  float FC_PomHeightScale : packoffset(c4);
  float FC_PomHeightBias : packoffset(c4.y);
  float FC_PomMinSamples : packoffset(c4.z);
  float FC_PomMaxSamples : packoffset(c4.w);
  float FC_PomShadowSoftening : packoffset(c5);
  bool FC_bPomDisplayShadows : packoffset(c5.y);
  float4 FC_ParallaxParam : packoffset(c6);
  float FC_Pom2HeightScale : packoffset(c7);
  float FC_Pom2HeightBias : packoffset(c7.y);
  float FC_Pom2MinSamples : packoffset(c7.z);
  float FC_Pom2MaxSamples : packoffset(c7.w);
  bool VC_isEnableCloth : packoffset(c8);
  float FC_EnvMapDolBlendRate : packoffset(c9);
  float4 FC_SnowMaskParam : packoffset(c10);
  float FC_FROZEN_THRESHOLD : packoffset(c11);
  float FC_FROZEN_POW : packoffset(c11.y);
  float FC_BlendRate : packoffset(c12);
  float4 FC_FlowMapUvTiling : packoffset(c13);
  float4 FC_FlowMapIntencity : packoffset(c14);
  float FC_SoftVolume : packoffset(c15);
  float FC_PointCloudRate : packoffset(c16);
  float4 FC_WaterNormalUvScrollSpeed : packoffset(c17);
  float4 FC_WaterDiffuseUvScrollSpeed : packoffset(c18);
  float4 FC_WaterMiddleUvScrollSpeed : packoffset(c19);
  float4 FC_WaterFogParam0 : packoffset(c20);
  float4 FC_WaterFogParam1 : packoffset(c21);
  float4 FC_WaterFresnel : packoffset(c22);
  float4 FC_WaterFadeParam : packoffset(c23);
  float4 FC_DynamicDiffuseColor : packoffset(c24);
  float FC_SSS_ID : packoffset(c25);
  float4 FC_PhantomEdgeColor : packoffset(c26);
  float4 FC_PhantomFrontColor : packoffset(c27);
  float4 FC_PhantomDiffColor : packoffset(c28);
  float4 FC_PhantomSpecColor : packoffset(c29);
  float4 FC_PhantomLightColor : packoffset(c30);
  float VC_VelocityOffset : packoffset(c31);
  float4 FC_DamagedNormalParam : packoffset(c32);
  float4 FC_DamagedNormalUvTiling : packoffset(c33);
  float4 FC_DamagedNormal2UvTiling : packoffset(c34);
  float4 FC_WetDiffuseColor : packoffset(c35);
  float4 FC_WetParam1 : packoffset(c36);
  float4 FC_WetRefrectanceColor : packoffset(c37);
  float4 FC_WetParam2 : packoffset(c38);
  float Fujir_Nolight_OpacityBlend_snp_0_color_0_0 : packoffset(c39);
  float Fujir_Nolight_OpacityBlend_snp_0_color_0_1 : packoffset(c39.y);
  float Fujir_Nolight_OpacityBlend_snp_0_color_0_2 : packoffset(c39.z);
  float Fujir_Nolight_OpacityBlend_snp_0_color_0_3 : packoffset(c39.w);
  float Fujir_Nolight_OpacityBlend_snp_0_float2_0_0 : packoffset(c40);
  float Fujir_Nolight_OpacityBlend_snp_0_float2_0_1 : packoffset(c40.y);
  float Fujir_Nolight_OpacityBlend_snp_0_float2_1_0 : packoffset(c40.z);
  float Fujir_Nolight_OpacityBlend_snp_0_float2_1_1 : packoffset(c40.w);
  float Fujir_Nolight_OpacityBlend_snp_0_float2_2_0 : packoffset(c41);
  float Fujir_Nolight_OpacityBlend_snp_0_float2_2_1 : packoffset(c41.y);
}

cbuffer cbSceneParam : register(b8)
{
  float4 FC_FarClipInfo : packoffset(c0);
  float4 FC_ScreenSize : packoffset(c1);
  float4 FC_DepthComputeParam : packoffset(c2);
  float4 SC_CameraPos : packoffset(c3);
  float4 VC_ClipPlane : packoffset(c4);
  float4x3 FC_MatrixView : packoffset(c5);
  float4x4 FC_MatrixInvViewProj : packoffset(c8);
  float4x4 FC_MatrixInvProj : packoffset(c12);
  float4x4 FC_MatrixProj : packoffset(c16);
  float4x4 FC_MatrixInvView : packoffset(c20);
  float4x4 VC_MatrixViewProj : packoffset(c24);
  float4 FC_ShadowMapParam : packoffset(c28);
  float4 FC_ShadowColor : packoffset(c29);
  float4 FC_ShadowDir : packoffset(c30);
  float4x4 VC_ShadowMapMatrix : packoffset(c31);
  float FC_ShadowDepthRate : packoffset(c35);
  float FC_ShadowDepthScale : packoffset(c35.y);
  float FC_ShadowKernelScale : packoffset(c35.z);
  float FC_ShadowRandTexInvScale : packoffset(c35.w);
  float FC_ShadowTexInvScaleX : packoffset(c36);
  float FC_ShadowTexInvScaleY : packoffset(c36.y);
  float FC_ShadowDepthOffsetScale : packoffset(c36.z);
  float4 FC_ShadowViewKernelScale : packoffset(c37);
  float4x4 FC_ProjSpaceToShadowMatrix[4] : packoffset(c38);
  float4 FC_CascadeSelectDist : packoffset(c54);
  float FC_FrustumNear : packoffset(c55);
  float FC_FrustumSliceScale : packoffset(c55.y);
  float FC_FrustumSliceBias : packoffset(c55.z);
  uint FC_LightTile_Width : packoffset(c56);
  uint FC_LightTile_NumCellX : packoffset(c56.y);
  float4 FC_CloudShadowParam0 : packoffset(c57);
  float4 FC_CloudShadowParam1 : packoffset(c58);
  float FC_ShadowScale0 : packoffset(c59);
  float FC_ShadowScale1 : packoffset(c59.y);
}

cbuffer cbPerFrame : register(b9)
{
  float4 FC_DebugParam : packoffset(c0);
  float4 FC_DebugOutputMode : packoffset(c1);
  float4 FC_DebugParam2 : packoffset(c2);
  float FC_GlobalSpecularMask : packoffset(c3);
  float FC_GlobalReflectanceScale : packoffset(c3.y);
  float FC_GlobalShininessScale : packoffset(c3.z);
  float FC_GlobalAlbedoOffset : packoffset(c3.w);
  float4 FC_GlobalRefRectanceRGBScale : packoffset(c4);
  float4 FC_GlobalAlbedoOffsetRGB : packoffset(c5);
  float4 FC_SnowDir : packoffset(c6);
  float4 FC_SnowTilingScale : packoffset(c7);
  float4 FC_SnowAlbedo : packoffset(c8);
  float FC_SnowReflectance : packoffset(c9);
  float FC_GroundPlaneHeight : packoffset(c9.y);
  float FC_RcpSnowHeightRange : packoffset(c9.z);
  float FC_SnowNormalScale : packoffset(c9.w);
  float4 FC_SnowSpakleTinlingScale : packoffset(c10);
  float FC_GlobalTime : packoffset(c11);
  float FC_DominantSharpnesMinValue : packoffset(c12);
  float FC_DominantSharpnesOffset : packoffset(c12.y);
  float FC_DominantSharpnesExponent : packoffset(c12.z);
  float FC_DominantColorScale : packoffset(c12.w);
  float4 FC_DominantRgbScale : packoffset(c13);
}

cbuffer cbInstanceData : register(b4)
{

  struct
  {
    float4x3 mWorld;
    float4 atlasUvScaleOffset;
    float4 userClipPlane;
    uint4 matricesData;
    uint envData;
    bool dynamicLightDisable;
    uint2 envPad;
    float4 mulCol;
    float4 aSh[3];
    float4 ShLightMask;
    float4 vDominantRotateParam;
    float4 parallaxCorrectedCubemapOrigin_envMapInterpRatio;
    float4 parallaxCorrectedCubemapAabbMin_envMapColorScale0;
    float4 parallaxCorrectedCubemapAabbMax_envMapColorScale1;
    float ditherFadeAlpha;
  } VC_InstanceData[2] : packoffset(c0);

}

cbuffer cbFog : register(b6)
{
  float4 FC_FogParam : packoffset(c0);
  float4 FC_FogCol : packoffset(c1);
  float4 FC_ExtFogParam : packoffset(c2);
  float4 FC_HeightFogParam : packoffset(c3);
  float4 FC_HeightFogCol : packoffset(c4);
  bool FC_FogType : packoffset(c5);
  float4 FC_LsBeta1PlusBeta2 : packoffset(c6);
  float4 FC_LsTerrainReflectance : packoffset(c7);
  float4 FC_LsOneOverBeta1PlusBeta2 : packoffset(c8);
  float4 FC_LsHGg : packoffset(c9);
  float4 FC_LsBetaDash1 : packoffset(c10);
  float4 FC_LsBetaDash2 : packoffset(c11);
  float4 FC_LsSunColor : packoffset(c12);
  float4 FC_LsLightDir : packoffset(c13);
}

SamplerState SS_DiffuseMap_s : register(s0);
Texture2D<float4> Fujir_Nolight_OpacityBlend_snp_0_Texture2D_5 : register(t1);
Texture2D<float4> Fujir_Nolight_OpacityBlend_snp_0_Texture2D_4 : register(t2);
Texture2D<float4> Fujir_Nolight_OpacityBlend_snp_0_Texture2D_1 : register(t3);


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


void main( 
  float4 v0 : SV_POSITION0,
  float4 v1 : NORMAL0,
  float4 v2 : TANGENT0,
  float4 v3 : POSITION1,
  float4 v4 : TEXCOORD0,
  float4 v5 : TEXCOORD2,
  float4 v6 : TEXCOORD3,
  uint v7 : SV_ISFRONTFACE0,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v3.xyzw, FC_MatrixInvViewProj._m00_m10_m20_m30);
  r0.y = dot(v3.xyzw, FC_MatrixInvViewProj._m01_m11_m21_m31);
  r0.z = dot(v3.xyzw, FC_MatrixInvViewProj._m02_m12_m22_m32);
  r0.w = dot(v3.xyzw, FC_MatrixInvViewProj._m03_m13_m23_m33);
  r0.xyz = r0.xyz / r0.www;
  r1.x = FC_MatrixInvView._m30 + -r0.x;
  r1.z = FC_MatrixInvView._m32 + -r0.z;
  r0.x = FC_MatrixInvView._m31 + -r0.y;
  r0.x = FC_HeightFogParam.w + -r0.x;
  r0.x = -FC_HeightFogParam.y + r0.x;
  r0.x = saturate(FC_HeightFogParam.z * r0.x);
  r0.x = saturate(FC_HeightFogParam.x * r0.x);
  r0.y = dot(-r1.xz, -r1.xz);
  r0.y = sqrt(r0.y);
  r0.y = -FC_ExtFogParam.y + r0.y;
  r0.y = FC_ExtFogParam.z * r0.y;
  r0.y = exp2(-r0.y);
  r0.y = saturate(-r0.y * FC_ExtFogParam.x + FC_ExtFogParam.x);
  r0.zw = FC_GlobalTime * Fujir_Nolight_OpacityBlend_snp_0_float2_0_0 + v5.xy;
  r0.zw = r0.zw * FC_TextureTilingScale[5].xy + FC_TextureTilingScale[5].zw;
  r0.z = Fujir_Nolight_OpacityBlend_snp_0_Texture2D_5.Sample(SS_DiffuseMap_s, r0.zw).x;
  r1.xy = FC_GlobalTime * Fujir_Nolight_OpacityBlend_snp_0_float2_1_0 + v4.zw;
  r1.xy = r1.xy * FC_TextureTilingScale[4].xy + FC_TextureTilingScale[4].zw;
  r0.w = Fujir_Nolight_OpacityBlend_snp_0_Texture2D_4.Sample(SS_DiffuseMap_s, r1.xy).x;
  r0.z = r0.z * r0.w;
  r1.w = v6.x * r0.z;
  r0.zw = FC_GlobalTime * Fujir_Nolight_OpacityBlend_snp_0_float2_2_0 + v4.xy;
  r0.zw = r0.zw * FC_TextureTilingScale[1].xy + FC_TextureTilingScale[1].zw;
  r2.xyz = Fujir_Nolight_OpacityBlend_snp_0_Texture2D_1.Sample(SS_DiffuseMap_s, r0.zw).xyz;
  r1.xyz = Fujir_Nolight_OpacityBlend_snp_0_color_0_0 * r2.xyz;
  r0.z = round(v1.w);
  r0.z = (uint)r0.z;
  r0.z = (int)r0.z * 17;
  r1.xyzw = VC_InstanceData[r0.z].mulCol.xyzw * r1.xyzw;
  r0.z = dot(r1.xyz, float3(0.298909992,0.586610019,0.114480004));
  r0.z = -1 + r0.z;
  r0.w = FC_FogCol.w * r0.z + 1;
  r0.z = FC_HeightFogCol.w * r0.z + 1;
  r2.xyz = FC_FogCol.xyz * r0.www + -r1.xyz;
  r1.xyz = r0.yyy * r2.xyz + r1.xyz;
  o0.w = r1.w;
  r0.yzw = FC_HeightFogCol.xyz * r0.zzz + -r1.xyz;
  o0.xyz = r0.xxx * r0.yzw + r1.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Buffer Definitions: 
//
// cbuffer cbTextureTilingScale
// {
//
//   float4 FC_TextureTilingScale[25];  // Offset:    0 Size:   400
//
// }
//
// cbuffer cbMatDynParam
// {
//
//   bool FC_isDitherAlpha;             // Offset:    0 Size:     4 [unused]
//   float FC_TranslucencyScale;        // Offset:   16 Size:     4 [unused]
//   float4 FC_EmissiveColor;           // Offset:   32 Size:    16 [unused]
//   float4 FC_BlendMaskParam;          // Offset:   48 Size:    16 [unused]
//   float FC_PomHeightScale;           // Offset:   64 Size:     4 [unused]
//   float FC_PomHeightBias;            // Offset:   68 Size:     4 [unused]
//   float FC_PomMinSamples;            // Offset:   72 Size:     4 [unused]
//   float FC_PomMaxSamples;            // Offset:   76 Size:     4 [unused]
//   float FC_PomShadowSoftening;       // Offset:   80 Size:     4 [unused]
//   bool FC_bPomDisplayShadows;        // Offset:   84 Size:     4 [unused]
//   float4 FC_ParallaxParam;           // Offset:   96 Size:    16 [unused]
//   float FC_Pom2HeightScale;          // Offset:  112 Size:     4 [unused]
//   float FC_Pom2HeightBias;           // Offset:  116 Size:     4 [unused]
//   float FC_Pom2MinSamples;           // Offset:  120 Size:     4 [unused]
//   float FC_Pom2MaxSamples;           // Offset:  124 Size:     4 [unused]
//   bool VC_isEnableCloth;             // Offset:  128 Size:     4 [unused]
//   float FC_EnvMapDolBlendRate;       // Offset:  144 Size:     4 [unused]
//   float4 FC_SnowMaskParam;           // Offset:  160 Size:    16 [unused]
//   float FC_FROZEN_THRESHOLD;         // Offset:  176 Size:     4 [unused]
//   float FC_FROZEN_POW;               // Offset:  180 Size:     4 [unused]
//   float FC_BlendRate;                // Offset:  192 Size:     4 [unused]
//   float4 FC_FlowMapUvTiling;         // Offset:  208 Size:    16 [unused]
//   float4 FC_FlowMapIntencity;        // Offset:  224 Size:    16 [unused]
//   float FC_SoftVolume;               // Offset:  240 Size:     4 [unused]
//   float FC_PointCloudRate;           // Offset:  256 Size:     4 [unused]
//   float4 FC_WaterNormalUvScrollSpeed;// Offset:  272 Size:    16 [unused]
//   float4 FC_WaterDiffuseUvScrollSpeed;// Offset:  288 Size:    16 [unused]
//   float4 FC_WaterMiddleUvScrollSpeed;// Offset:  304 Size:    16 [unused]
//   float4 FC_WaterFogParam0;          // Offset:  320 Size:    16 [unused]
//   float4 FC_WaterFogParam1;          // Offset:  336 Size:    16 [unused]
//   float4 FC_WaterFresnel;            // Offset:  352 Size:    16 [unused]
//   float4 FC_WaterFadeParam;          // Offset:  368 Size:    16 [unused]
//   float4 FC_DynamicDiffuseColor;     // Offset:  384 Size:    16 [unused]
//   float FC_SSS_ID;                   // Offset:  400 Size:     4 [unused]
//   float4 FC_PhantomEdgeColor;        // Offset:  416 Size:    16 [unused]
//   float4 FC_PhantomFrontColor;       // Offset:  432 Size:    16 [unused]
//   float4 FC_PhantomDiffColor;        // Offset:  448 Size:    16 [unused]
//   float4 FC_PhantomSpecColor;        // Offset:  464 Size:    16 [unused]
//   float4 FC_PhantomLightColor;       // Offset:  480 Size:    16 [unused]
//   float VC_VelocityOffset;           // Offset:  496 Size:     4 [unused]
//   float4 FC_DamagedNormalParam;      // Offset:  512 Size:    16 [unused]
//   float4 FC_DamagedNormalUvTiling;   // Offset:  528 Size:    16 [unused]
//   float4 FC_DamagedNormal2UvTiling;  // Offset:  544 Size:    16 [unused]
//   float4 FC_WetDiffuseColor;         // Offset:  560 Size:    16 [unused]
//   float4 FC_WetParam1;               // Offset:  576 Size:    16 [unused]
//   float4 FC_WetRefrectanceColor;     // Offset:  592 Size:    16 [unused]
//   float4 FC_WetParam2;               // Offset:  608 Size:    16 [unused]
//   float Fujir_Nolight_OpacityBlend_snp_0_color_0_0;// Offset:  624 Size:     4
//   float Fujir_Nolight_OpacityBlend_snp_0_color_0_1;// Offset:  628 Size:     4
//   float Fujir_Nolight_OpacityBlend_snp_0_color_0_2;// Offset:  632 Size:     4
//   float Fujir_Nolight_OpacityBlend_snp_0_color_0_3;// Offset:  636 Size:     4 [unused]
//   float Fujir_Nolight_OpacityBlend_snp_0_float2_0_0;// Offset:  640 Size:     4
//   float Fujir_Nolight_OpacityBlend_snp_0_float2_0_1;// Offset:  644 Size:     4
//   float Fujir_Nolight_OpacityBlend_snp_0_float2_1_0;// Offset:  648 Size:     4
//   float Fujir_Nolight_OpacityBlend_snp_0_float2_1_1;// Offset:  652 Size:     4
//   float Fujir_Nolight_OpacityBlend_snp_0_float2_2_0;// Offset:  656 Size:     4
//   float Fujir_Nolight_OpacityBlend_snp_0_float2_2_1;// Offset:  660 Size:     4
//
// }
//
// cbuffer cbSceneParam
// {
//
//   float4 FC_FarClipInfo;             // Offset:    0 Size:    16 [unused]
//   float4 FC_ScreenSize;              // Offset:   16 Size:    16 [unused]
//   float4 FC_DepthComputeParam;       // Offset:   32 Size:    16 [unused]
//   float4 SC_CameraPos;               // Offset:   48 Size:    16 [unused]
//   float4 VC_ClipPlane;               // Offset:   64 Size:    16 [unused]
//   float4x3 FC_MatrixView;            // Offset:   80 Size:    48 [unused]
//   float4x4 FC_MatrixInvViewProj;     // Offset:  128 Size:    64
//   float4x4 FC_MatrixInvProj;         // Offset:  192 Size:    64 [unused]
//   float4x4 FC_MatrixProj;            // Offset:  256 Size:    64 [unused]
//   float4x4 FC_MatrixInvView;         // Offset:  320 Size:    64
//   float4x4 VC_MatrixViewProj;        // Offset:  384 Size:    64 [unused]
//   float4 FC_ShadowMapParam;          // Offset:  448 Size:    16 [unused]
//   float4 FC_ShadowColor;             // Offset:  464 Size:    16 [unused]
//   float4 FC_ShadowDir;               // Offset:  480 Size:    16 [unused]
//   float4x4 VC_ShadowMapMatrix;       // Offset:  496 Size:    64 [unused]
//   float FC_ShadowDepthRate;          // Offset:  560 Size:     4 [unused]
//   float FC_ShadowDepthScale;         // Offset:  564 Size:     4 [unused]
//   float FC_ShadowKernelScale;        // Offset:  568 Size:     4 [unused]
//   float FC_ShadowRandTexInvScale;    // Offset:  572 Size:     4 [unused]
//   float FC_ShadowTexInvScaleX;       // Offset:  576 Size:     4 [unused]
//   float FC_ShadowTexInvScaleY;       // Offset:  580 Size:     4 [unused]
//   float FC_ShadowDepthOffsetScale;   // Offset:  584 Size:     4 [unused]
//   float4 FC_ShadowViewKernelScale;   // Offset:  592 Size:    16 [unused]
//   float4x4 FC_ProjSpaceToShadowMatrix[4];// Offset:  608 Size:   256 [unused]
//   float4 FC_CascadeSelectDist;       // Offset:  864 Size:    16 [unused]
//   float FC_FrustumNear;              // Offset:  880 Size:     4 [unused]
//   float FC_FrustumSliceScale;        // Offset:  884 Size:     4 [unused]
//   float FC_FrustumSliceBias;         // Offset:  888 Size:     4 [unused]
//   uint FC_LightTile_Width;           // Offset:  896 Size:     4 [unused]
//   uint FC_LightTile_NumCellX;        // Offset:  900 Size:     4 [unused]
//   float4 FC_CloudShadowParam0;       // Offset:  912 Size:    16 [unused]
//   float4 FC_CloudShadowParam1;       // Offset:  928 Size:    16 [unused]
//   float FC_ShadowScale0;             // Offset:  944 Size:     4 [unused]
//   float FC_ShadowScale1;             // Offset:  948 Size:     4 [unused]
//
// }
//
// cbuffer cbPerFrame
// {
//
//   float4 FC_DebugParam;              // Offset:    0 Size:    16 [unused]
//   float4 FC_DebugOutputMode;         // Offset:   16 Size:    16 [unused]
//   float4 FC_DebugParam2;             // Offset:   32 Size:    16 [unused]
//   float FC_GlobalSpecularMask;       // Offset:   48 Size:     4 [unused]
//   float FC_GlobalReflectanceScale;   // Offset:   52 Size:     4 [unused]
//   float FC_GlobalShininessScale;     // Offset:   56 Size:     4 [unused]
//   float FC_GlobalAlbedoOffset;       // Offset:   60 Size:     4 [unused]
//   float4 FC_GlobalRefRectanceRGBScale;// Offset:   64 Size:    16 [unused]
//   float4 FC_GlobalAlbedoOffsetRGB;   // Offset:   80 Size:    16 [unused]
//   float4 FC_SnowDir;                 // Offset:   96 Size:    16 [unused]
//   float4 FC_SnowTilingScale;         // Offset:  112 Size:    16 [unused]
//   float4 FC_SnowAlbedo;              // Offset:  128 Size:    16 [unused]
//   float FC_SnowReflectance;          // Offset:  144 Size:     4 [unused]
//   float FC_GroundPlaneHeight;        // Offset:  148 Size:     4 [unused]
//   float FC_RcpSnowHeightRange;       // Offset:  152 Size:     4 [unused]
//   float FC_SnowNormalScale;          // Offset:  156 Size:     4 [unused]
//   float4 FC_SnowSpakleTinlingScale;  // Offset:  160 Size:    16 [unused]
//   float FC_GlobalTime;               // Offset:  176 Size:     4
//   float FC_DominantSharpnesMinValue; // Offset:  192 Size:     4 [unused]
//   float FC_DominantSharpnesOffset;   // Offset:  196 Size:     4 [unused]
//   float FC_DominantSharpnesExponent; // Offset:  200 Size:     4 [unused]
//   float FC_DominantColorScale;       // Offset:  204 Size:     4 [unused]
//   float4 FC_DominantRgbScale;        // Offset:  208 Size:    16 [unused]
//
// }
//
// cbuffer cbInstanceData
// {
//
//   struct PerInstanceData
//   {
//       
//       float4x3 mWorld;               // Offset:    0
//       float4 atlasUvScaleOffset;     // Offset:   48
//       float4 userClipPlane;          // Offset:   64
//       uint4 matricesData;            // Offset:   80
//       uint envData;                  // Offset:   96
//       bool dynamicLightDisable;      // Offset:  100
//       uint2 envPad;                  // Offset:  104
//       float4 mulCol;                 // Offset:  112
//       float4 aSh[3];                 // Offset:  128
//       float4 ShLightMask;            // Offset:  176
//       float4 vDominantRotateParam;   // Offset:  192
//       float4 parallaxCorrectedCubemapOrigin_envMapInterpRatio;// Offset:  208
//       float4 parallaxCorrectedCubemapAabbMin_envMapColorScale0;// Offset:  224
//       float4 parallaxCorrectedCubemapAabbMax_envMapColorScale1;// Offset:  240
//       float ditherFadeAlpha;         // Offset:  256
//
//   } VC_InstanceData[2];              // Offset:    0 Size:   532
//
// }
//
// cbuffer cbFog
// {
//
//   float4 FC_FogParam;                // Offset:    0 Size:    16 [unused]
//   float4 FC_FogCol;                  // Offset:   16 Size:    16
//   float4 FC_ExtFogParam;             // Offset:   32 Size:    16
//   float4 FC_HeightFogParam;          // Offset:   48 Size:    16
//   float4 FC_HeightFogCol;            // Offset:   64 Size:    16
//   bool FC_FogType;                   // Offset:   80 Size:     4 [unused]
//   float4 FC_LsBeta1PlusBeta2;        // Offset:   96 Size:    16 [unused]
//   float4 FC_LsTerrainReflectance;    // Offset:  112 Size:    16 [unused]
//   float4 FC_LsOneOverBeta1PlusBeta2; // Offset:  128 Size:    16 [unused]
//   float4 FC_LsHGg;                   // Offset:  144 Size:    16 [unused]
//   float4 FC_LsBetaDash1;             // Offset:  160 Size:    16 [unused]
//   float4 FC_LsBetaDash2;             // Offset:  176 Size:    16 [unused]
//   float4 FC_LsSunColor;              // Offset:  192 Size:    16 [unused]
//   float4 FC_LsLightDir;              // Offset:  208 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SS_DiffuseMap                     sampler      NA          NA    0        1
// Fujir_Nolight_OpacityBlend_snp_0_Texture2D_5    texture  float4          2d    1        1
// Fujir_Nolight_OpacityBlend_snp_0_Texture2D_4    texture  float4          2d    2        1
// Fujir_Nolight_OpacityBlend_snp_0_Texture2D_1    texture  float4          2d    3        1
// cbTextureTilingScale              cbuffer      NA          NA    1        1
// cbMatDynParam                     cbuffer      NA          NA    2        1
// cbInstanceData                    cbuffer      NA          NA    4        1
// cbFog                             cbuffer      NA          NA    6        1
// cbSceneParam                      cbuffer      NA          NA    8        1
// cbPerFrame                        cbuffer      NA          NA    9        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// NORMAL                   0   xyzw        1     NONE   float      w
// TANGENT                  0   xyzw        2     NONE   float       
// POSITION                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 0   xyzw        4     NONE   float   xyzw
// TEXCOORD                 2   xy          5     NONE   float   xy  
// TEXCOORD                 3   xyzw        6     NONE   float   x   
// SV_ISFRONTFACE           0   x           7    FFACE    uint       
//
//
// 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[6], immediateIndexed
dcl_constantbuffer cb2[42], immediateIndexed
dcl_constantbuffer cb8[23], immediateIndexed
dcl_constantbuffer cb9[12], immediateIndexed
dcl_constantbuffer cb4[34], dynamicIndexed
dcl_constantbuffer cb6[5], immediateIndexed
dcl_sampler s0, 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.w
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xy
dcl_input_ps linear v6.x
dcl_output o0.xyzw
dcl_temps 3
dp4 r0.x, v3.xyzw, cb8[8].xyzw
dp4 r0.y, v3.xyzw, cb8[9].xyzw
dp4 r0.z, v3.xyzw, cb8[10].xyzw
dp4 r0.w, v3.xyzw, cb8[11].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r1.x, -r0.x, cb8[20].w
add r1.z, -r0.z, cb8[22].w
add r0.x, -r0.y, cb8[21].w
add r0.x, -r0.x, cb6[3].w
add r0.x, r0.x, -cb6[3].y
mul_sat r0.x, r0.x, cb6[3].z
mul_sat r0.x, r0.x, cb6[3].x
dp2 r0.y, -r1.xzxx, -r1.xzxx
sqrt r0.y, r0.y
add r0.y, r0.y, -cb6[2].y
mul r0.y, r0.y, cb6[2].z
exp r0.y, -r0.y
mad_sat r0.y, -r0.y, cb6[2].x, cb6[2].x
mad r0.zw, cb9[11].xxxx, cb2[40].xxxy, v5.xxxy
mad r0.zw, r0.zzzw, cb1[5].xxxy, cb1[5].zzzw
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t1.yzxw, s0
mad r1.xy, cb9[11].xxxx, cb2[40].zwzz, v4.zwzz
mad r1.xy, r1.xyxx, cb1[4].xyxx, cb1[4].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t2.yzwx, s0
mul r0.z, r0.w, r0.z
mul r1.w, r0.z, v6.x
mad r0.zw, cb9[11].xxxx, cb2[41].xxxy, v4.xxxy
mad r0.zw, r0.zzzw, cb1[1].xxxy, cb1[1].zzzw
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.zwzz, t3.xyzw, s0
mul r1.xyz, r2.xyzx, cb2[39].xyzx
round_ne r0.z, v1.w
ftou r0.z, r0.z
imul null, r0.z, r0.z, l(17)
mul r1.xyzw, r1.xyzw, cb4[r0.z + 7].xyzw
dp3 r0.z, r1.xyzx, l(0.298910, 0.586610, 0.114480, 0.000000)
add r0.z, r0.z, l(-1.000000)
mad r0.w, cb6[1].w, r0.z, l(1.000000)
mad r0.z, cb6[4].w, r0.z, l(1.000000)
mad r2.xyz, cb6[1].xyzx, r0.wwww, -r1.xyzx
mad r1.xyz, r0.yyyy, r2.xyzx, r1.xyzx
mov o0.w, r1.w
mad r0.yzw, cb6[4].xxyz, r0.zzzz, -r1.xxyz
mad o0.xyz, r0.xxxx, r0.yzwy, r1.xyzx
ret 
// Approximately 44 instruction slots used

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