// ---- Created with 3Dmigoto v1.2.35 on Tue Apr 26 22:31:23 2016

cbuffer buffer2 : 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);
  float4 FC_WaterNormalUvScrollSpeed : packoffset(c15);
  float4 FC_WaterDiffuseUvScrollSpeed : packoffset(c16);
  float4 FC_WaterMiddleUvScrollSpeed : packoffset(c17);
  float4 FC_WaterFogParam0 : packoffset(c18);
  float4 FC_WaterFogParam1 : packoffset(c19);
  float4 FC_WaterFresnel : packoffset(c20);
  float4 FC_WaterFadeParam : packoffset(c21);
  float4 FC_SAT_DUMMMY_P3_2 : packoffset(c22);
  float4 FC_SAT_DUMMMY_P3_3 : packoffset(c23);
  float4 FC_SAT_DUMMMY_P3_4 : packoffset(c24);
  float4 FC_SAT_DUMMMY_P3_5 : packoffset(c25);
  float4 FC_SAT_DUMMMY_P3_6 : packoffset(c26);
  float4 FC_SAT_DUMMMY_P3_7 : packoffset(c27);
  float4 FC_SAT_DUMMMY_P3_8 : packoffset(c28);
  float MultiBlend4_et1_p_snp_0_float_0_0 : packoffset(c29);
  float MultiBlend4_et1_p_snp_0_float_1_0 : packoffset(c29.y);
  float MultiBlend4_et1_p_snp_0_float_2_0 : packoffset(c29.z);
  float MultiBlend4_et1_p_snp_0_float_3_0 : packoffset(c29.w);
}

cbuffer buffer3 : register(b3)
{
  float4 FC_DifMapMulCol : packoffset(c0);
  float4 FC_SpcMapMulCol : packoffset(c1);
  float4 FC_SpcParam : packoffset(c2);
  float4 FC_SSAOParam : packoffset(c3);
  float3 FC_CDRFParam : packoffset(c4);
  float3 FC_AlphaRef : packoffset(c5);
  float FC_BloodAmount : packoffset(c6);
  float4 old_FC_ParallaxParam : packoffset(c7);
  float FC_IOR : packoffset(c8);
  float4 FC_GlowScale : packoffset(c9);
  float4 FC_GhostEdgeColor : packoffset(c10);
  float4 FC_GhostEdgeParam : packoffset(c11);
  float4 FC_BmpBlendParam0 : packoffset(c12);
  float4 FC_BmpBlendParam1 : packoffset(c13);
  float FC_SSS_ID : packoffset(c14);
  float4 FC_SAT_DUMMMY_P7_2 : packoffset(c15);
  float4 FC_SAT_DUMMMY_P7_3 : packoffset(c16);
  float4 FC_SAT_DUMMMY_P7_4 : packoffset(c17);
  float4 FC_SAT_DUMMMY_P7_5 : packoffset(c18);
  float4 FC_SAT_DUMMMY_P7_6 : packoffset(c19);
  float4 FC_SAT_DUMMMY_P7_6_1 : packoffset(c20);
  float4 FC_SAT_DUMMMY_P7_6_2 : packoffset(c21);
  float4 FC_SAT_DUMMMY_P7_6_3 : packoffset(c22);
  float4 FC_SAT_DUMMMY_P7_7 : packoffset(c23);
  float4 FC_SAT_DUMMMY_P7_8 : packoffset(c24);
  float4 FC_SAT_DUMMMY_P7_9 : packoffset(c25);
  float4 FC_SAT_DUMMMY_P7_10 : packoffset(c26);
}

cbuffer cbSceneParam : register(b8)
{
  float4 FC_FarClipInfo : packoffset(c0);
  float4 FC_ScreenSize : packoffset(c1);
  float4x3 FC_MatrixView : packoffset(c2);
  float4x4 FC_MatrixInvViewProj : packoffset(c5);
  float4x4 FC_MatrixInvProj : packoffset(c9);
  float4x4 FC_MatrixProj : packoffset(c13);
  float4 FC_DepthComputeParam : packoffset(c17);
  float4 FC_ShadowMapParam : packoffset(c18);
  float4 FC_ShadowColor : packoffset(c19);
  float4 FC_ShadowDir : packoffset(c20);
  float4x4 VC_ShadowMapMatrix : packoffset(c21);
  float FC_ShadowDepthRate : packoffset(c25);
  float FC_ShadowDepthScale : packoffset(c25.y);
  float FC_ShadowKernelScale : packoffset(c25.z);
  float FC_ShadowRandTexInvScale : packoffset(c25.w);
  float FC_ShadowTexInvScaleX : packoffset(c26);
  float FC_ShadowTexInvScaleY : packoffset(c26.y);
  float FC_ShadowDepthOffsetScale : packoffset(c26.z);
  float4 FC_ShadowViewKernelScale : packoffset(c27);
  float4x4 FC_ProjSpaceToShadowMatrix[4] : packoffset(c28);
  float4 FC_CascadeSelectDist : packoffset(c44);
  float4x4 FC_MatrixInvView : packoffset(c45);
  float4 VC_ClipPlane : packoffset(c49);
  float4x4 VC_MatrixViewProj : packoffset(c50);
}

cbuffer cbInstanceData : register(b4)
{

  struct
  {
    float4x3 mWorld;
    float4 atlasUvScaleOffset;
    float4 userClipPlane;
    uint4 matricesData;
    uint4 envData;
    float4 mulCol;
    float envMapInterpRatio;
    float envMapColorScale0;
    float envMapColorScale1;
    float giOcclusionMask;
    float4 aSh[3];
  } VC_InstanceData[2] : packoffset(c0);

}

cbuffer cbModelParam : register(b7)
{
  float4 FC_DifColMul : packoffset(c0);
  float FC_EnvMapInterpRatio : packoffset(c1);
  float FC_EnvMapColorScale0 : packoffset(c1.y);
  float FC_EnvMapColorScale1 : packoffset(c1.z);
  float FC_DitherEnable : packoffset(c2);
  float FC_FROZEN_RATE : packoffset(c2.w);
  float FC_Perlin_Freq : packoffset(c3);
  float FC_Perlin_Amp : packoffset(c3.y);
  float FC_Perlin_Lacunarity : packoffset(c3.z);
  float FC_Perlin_Gain : packoffset(c3.w);
  float FC_SnowRate : packoffset(c4);
  float FC_SnowMinDot : packoffset(c4.y);
  float FC_SnowMaxDot : packoffset(c4.z);
  float FC_SparkleExponent : packoffset(c5);
  float FC_SparkleThreshold : packoffset(c5.y);
  float FC_SparkleMul : packoffset(c5.z);
  float FC_SparkleMaskExponent : packoffset(c5.w);
  float4 FC_SkinMatchColor : packoffset(c6);
  int FC_EnvId : packoffset(c7);
  float4 FC_ParallaxCorrectedCubemapOrigin : packoffset(c8);
  float4 FC_ParallaxCorrectedCubemapAabbMin : packoffset(c9);
  float4 FC_ParallaxCorrectedCubemapAabbMax : packoffset(c10);
}

SamplerState SS_WrapLinear_s : register(s8);
Texture2D<float4> g_DitherTexture : register(t38);


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


void main( 
  float4 v0 : SV_Position0,
  float4 v1 : COLOR0,
  float3 v2 : NORMAL0,
  float3 v3 : TANGENT0,
  float3 v4 : BINORMAL0,
  float4 v5 : POSITION1,
  float4 v6 : POSITION2,
  float4 v7 : TEXCOORD29,
  float2 v8 : TEXCOORD0,
  float2 w8 : TEXCOORD2,
  float3 v9 : TEXCOORD17,
  uint v10 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = cmp(0 < FC_DitherEnable);
  r0.y = cmp(FC_isDitherAlpha != 0);
  r0.x = r0.y ? r0.x : 0;
  r0.yz = v5.xy / v5.ww;
  r1.xy = r0.yz * float2(0.5,-0.5) + float2(0.5,0.5);
  r1.xy = FC_ScreenSize.xy * r1.xy;
  r1.xy = float2(0.25,0.25) * r1.xy;
  r0.w = g_DitherTexture.Sample(SS_WrapLinear_s, r1.xy).w;
  r0.w = -0.5 + r0.w;
  r1.x = VC_InstanceData[0].mulCol.w + r0.w;
  r0.w = r0.w * FC_AlphaRef.y + 1;
  r0.w = cmp(r0.w < FC_AlphaRef.x);
  r1.x = cmp(r1.x < 0.5);
  r0.x = r0.x ? r1.x : 0;
  r1.x = cmp(VC_InstanceData[0].mulCol.w == 0.000000);
  r0.w = (int)r0.w | (int)r1.x;
  r0.x = (int)r0.w | (int)r0.x;
  if (r0.x != 0) discard;
  r0.xw = v6.xy / v6.ww;
  r0.xy = r0.yz + -r0.xw;
  r0.xy = FC_DifColMul.xy * r0.xy;
  o0.xy = saturate(r0.xy * float2(0.5,0.5) + float2(0.5,0.5));
  r0.x = 10 + v5.w;
  o0.z = v5.w / r0.x;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions: 
//
// cbuffer buffer2
// {
//
//   bool FC_isDitherAlpha;             // Offset:    0 Size:     4
//   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]
//   float4 FC_WaterNormalUvScrollSpeed;// Offset:  240 Size:    16 [unused]
//   float4 FC_WaterDiffuseUvScrollSpeed;// Offset:  256 Size:    16 [unused]
//   float4 FC_WaterMiddleUvScrollSpeed;// Offset:  272 Size:    16 [unused]
//   float4 FC_WaterFogParam0;          // Offset:  288 Size:    16 [unused]
//   float4 FC_WaterFogParam1;          // Offset:  304 Size:    16 [unused]
//   float4 FC_WaterFresnel;            // Offset:  320 Size:    16 [unused]
//   float4 FC_WaterFadeParam;          // Offset:  336 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P3_2;         // Offset:  352 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P3_3;         // Offset:  368 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P3_4;         // Offset:  384 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P3_5;         // Offset:  400 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P3_6;         // Offset:  416 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P3_7;         // Offset:  432 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P3_8;         // Offset:  448 Size:    16 [unused]
//   float MultiBlend4_et1_p_snp_0_float_0_0;// Offset:  464 Size:     4 [unused]
//   float MultiBlend4_et1_p_snp_0_float_1_0;// Offset:  468 Size:     4 [unused]
//   float MultiBlend4_et1_p_snp_0_float_2_0;// Offset:  472 Size:     4 [unused]
//   float MultiBlend4_et1_p_snp_0_float_3_0;// Offset:  476 Size:     4 [unused]
//
// }
//
// cbuffer buffer3
// {
//
//   float4 FC_DifMapMulCol;            // Offset:    0 Size:    16 [unused]
//   float4 FC_SpcMapMulCol;            // Offset:   16 Size:    16 [unused]
//   float4 FC_SpcParam;                // Offset:   32 Size:    16 [unused]
//   float4 FC_SSAOParam;               // Offset:   48 Size:    16 [unused]
//   float3 FC_CDRFParam;               // Offset:   64 Size:    12 [unused]
//   float3 FC_AlphaRef;                // Offset:   80 Size:    12
//   float FC_BloodAmount;              // Offset:   96 Size:     4 [unused]
//   float4 old_FC_ParallaxParam;       // Offset:  112 Size:    16 [unused]
//   float FC_IOR;                      // Offset:  128 Size:     4 [unused]
//   float4 FC_GlowScale;               // Offset:  144 Size:    16 [unused]
//   float4 FC_GhostEdgeColor;          // Offset:  160 Size:    16 [unused]
//   float4 FC_GhostEdgeParam;          // Offset:  176 Size:    16 [unused]
//   float4 FC_BmpBlendParam0;          // Offset:  192 Size:    16 [unused]
//   float4 FC_BmpBlendParam1;          // Offset:  208 Size:    16 [unused]
//   float FC_SSS_ID;                   // Offset:  224 Size:     4 [unused]
//   float4 FC_SAT_DUMMMY_P7_2;         // Offset:  240 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_3;         // Offset:  256 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_4;         // Offset:  272 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_5;         // Offset:  288 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_6;         // Offset:  304 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_6_1;       // Offset:  320 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_6_2;       // Offset:  336 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_6_3;       // Offset:  352 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_7;         // Offset:  368 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_8;         // Offset:  384 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_9;         // Offset:  400 Size:    16 [unused]
//   float4 FC_SAT_DUMMMY_P7_10;        // Offset:  416 Size:    16 [unused]
//
// }
//
// cbuffer cbSceneParam
// {
//
//   float4 FC_FarClipInfo;             // Offset:    0 Size:    16 [unused]
//   float4 FC_ScreenSize;              // Offset:   16 Size:    16
//   float4x3 FC_MatrixView;            // Offset:   32 Size:    48 [unused]
//   float4x4 FC_MatrixInvViewProj;     // Offset:   80 Size:    64 [unused]
//   float4x4 FC_MatrixInvProj;         // Offset:  144 Size:    64 [unused]
//   float4x4 FC_MatrixProj;            // Offset:  208 Size:    64 [unused]
//   float4 FC_DepthComputeParam;       // Offset:  272 Size:    16 [unused]
//   float4 FC_ShadowMapParam;          // Offset:  288 Size:    16 [unused]
//   float4 FC_ShadowColor;             // Offset:  304 Size:    16 [unused]
//   float4 FC_ShadowDir;               // Offset:  320 Size:    16 [unused]
//   float4x4 VC_ShadowMapMatrix;       // Offset:  336 Size:    64 [unused]
//   float FC_ShadowDepthRate;          // Offset:  400 Size:     4 [unused]
//   float FC_ShadowDepthScale;         // Offset:  404 Size:     4 [unused]
//   float FC_ShadowKernelScale;        // Offset:  408 Size:     4 [unused]
//   float FC_ShadowRandTexInvScale;    // Offset:  412 Size:     4 [unused]
//   float FC_ShadowTexInvScaleX;       // Offset:  416 Size:     4 [unused]
//   float FC_ShadowTexInvScaleY;       // Offset:  420 Size:     4 [unused]
//   float FC_ShadowDepthOffsetScale;   // Offset:  424 Size:     4 [unused]
//   float4 FC_ShadowViewKernelScale;   // Offset:  432 Size:    16 [unused]
//   float4x4 FC_ProjSpaceToShadowMatrix[4];// Offset:  448 Size:   256 [unused]
//   float4 FC_CascadeSelectDist;       // Offset:  704 Size:    16 [unused]
//   float4x4 FC_MatrixInvView;         // Offset:  720 Size:    64 [unused]
//   float4 VC_ClipPlane;               // Offset:  784 Size:    16 [unused]
//   float4x4 VC_MatrixViewProj;        // Offset:  800 Size:    64 [unused]
//
// }
//
// cbuffer cbInstanceData
// {
//
//   struct PerInstanceData
//   {
//       
//       float4x3 mWorld;               // Offset:    0
//       float4 atlasUvScaleOffset;     // Offset:   48
//       float4 userClipPlane;          // Offset:   64
//       uint4 matricesData;            // Offset:   80
//       uint4 envData;                 // Offset:   96
//       float4 mulCol;                 // Offset:  112
//       float envMapInterpRatio;       // Offset:  128
//       float envMapColorScale0;       // Offset:  132
//       float envMapColorScale1;       // Offset:  136
//       float giOcclusionMask;         // Offset:  140
//       float4 aSh[3];                 // Offset:  144
//
//   } VC_InstanceData[2];              // Offset:    0 Size:   384
//
// }
//
// cbuffer cbModelParam
// {
//
//   float4 FC_DifColMul;               // Offset:    0 Size:    16
//   float FC_EnvMapInterpRatio;        // Offset:   16 Size:     4 [unused]
//   float FC_EnvMapColorScale0;        // Offset:   20 Size:     4 [unused]
//   float FC_EnvMapColorScale1;        // Offset:   24 Size:     4 [unused]
//   float FC_DitherEnable;             // Offset:   32 Size:     4
//   float FC_FROZEN_RATE;              // Offset:   44 Size:     4 [unused]
//   float FC_Perlin_Freq;              // Offset:   48 Size:     4 [unused]
//   float FC_Perlin_Amp;               // Offset:   52 Size:     4 [unused]
//   float FC_Perlin_Lacunarity;        // Offset:   56 Size:     4 [unused]
//   float FC_Perlin_Gain;              // Offset:   60 Size:     4 [unused]
//   float FC_SnowRate;                 // Offset:   64 Size:     4 [unused]
//   float FC_SnowMinDot;               // Offset:   68 Size:     4 [unused]
//   float FC_SnowMaxDot;               // Offset:   72 Size:     4 [unused]
//   float FC_SparkleExponent;          // Offset:   80 Size:     4 [unused]
//   float FC_SparkleThreshold;         // Offset:   84 Size:     4 [unused]
//   float FC_SparkleMul;               // Offset:   88 Size:     4 [unused]
//   float FC_SparkleMaskExponent;      // Offset:   92 Size:     4 [unused]
//   float4 FC_SkinMatchColor;          // Offset:   96 Size:    16 [unused]
//   int FC_EnvId;                      // Offset:  112 Size:     4 [unused]
//   float4 FC_ParallaxCorrectedCubemapOrigin;// Offset:  128 Size:    16 [unused]
//   float4 FC_ParallaxCorrectedCubemapAabbMin;// Offset:  144 Size:    16 [unused]
//   float4 FC_ParallaxCorrectedCubemapAabbMax;// Offset:  160 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SS_WrapLinear                     sampler      NA          NA    8        1
// g_DitherTexture                   texture  float4          2d   38        1
// buffer2                           cbuffer      NA          NA    2        1
// buffer3                           cbuffer      NA          NA    3        1
// cbInstanceData                    cbuffer      NA          NA    4        1
// cbModelParam                      cbuffer      NA          NA    7        1
// cbSceneParam                      cbuffer      NA          NA    8        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float       
// COLOR                    0   xyzw        1     NONE   float       
// NORMAL                   0   xyz         2     NONE   float       
// TANGENT                  0   xyz         3     NONE   float       
// BINORMAL                 0   xyz         4     NONE   float       
// POSITION                 1   xyzw        5     NONE   float   xy w
// POSITION                 2   xyzw        6     NONE   float   xy w
// TEXCOORD                29   xyz         7     NONE   float       
// TEXCOORD                 0   xy          8     NONE   float       
// TEXCOORD                 2     zw        8     NONE   float       
// TEXCOORD                17   xyz         9     NONE   float       
// SV_IsFrontFace           0   x          10    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 cb2[1], immediateIndexed
dcl_constantbuffer cb3[6], immediateIndexed
dcl_constantbuffer cb8[2], immediateIndexed
dcl_constantbuffer cb4[8], immediateIndexed
dcl_constantbuffer cb7[3], immediateIndexed
dcl_sampler s8, mode_default
dcl_resource_texture2d (float,float,float,float) t38
dcl_input_ps linear v5.xyw
dcl_input_ps linear v6.xyw
dcl_output o0.xyzw
dcl_temps 2
lt r0.x, l(0.000000), cb7[2].x
ine r0.y, cb2[0].x, l(0)
and r0.x, r0.y, r0.x
div r0.yz, v5.xxyx, v5.wwww
mad r1.xy, r0.yzyy, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, cb8[1].xyxx
mul r1.xy, r1.xyxx, l(0.250000, 0.250000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t38.xyzw, s8
add r0.w, r0.w, l(-0.500000)
add r1.x, r0.w, cb4[7].w
mad r0.w, r0.w, cb3[5].y, l(1.000000)
lt r0.w, r0.w, cb3[5].x
lt r1.x, r1.x, l(0.500000)
and r0.x, r0.x, r1.x
eq r1.x, cb4[7].w, l(0.000000)
or r0.w, r0.w, r1.x
or r0.x, r0.w, r0.x
discard_nz r0.x
div r0.xw, v6.xxxy, v6.wwww
add r0.xy, -r0.xwxx, r0.yzyy
mul r0.xy, r0.xyxx, cb7[0].xyxx
mad_sat o0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
add r0.x, v5.w, l(10.000000)
div o0.z, v5.w, r0.x
mov o0.w, l(1.000000)
ret 
// Approximately 26 instruction slots used

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