// ---- Created with 3Dmigoto v1.2.35 on Tue Apr 26 22:53:52 2016

cbuffer cbLightAccParam : register(b0)
{
  float4x4 g_InvProjMatrix : packoffset(c0);
  float4x3 g_ViewMatrix : packoffset(c4);
  float4 g_ScreenSize : packoffset(c7);
  float4x4 g_CameraMatrix : packoffset(c8);
  float4 g_specPowerParam : packoffset(c12);
  float4x4 g_ProjMatrix : packoffset(c13);
  uint g_lightCount : packoffset(c17);
  bool g_visualizeLightCount : packoffset(c17.y);
  uint g_spotLightCount : packoffset(c17.z);
  uint g_lineLightCount : packoffset(c17.w);
  float g_frustumNear : packoffset(c18);
  float g_frustumFar : packoffset(c18.y);
  float g_frustumSliceScale : packoffset(c18.z);
  float g_frustumSliceBias : packoffset(c18.w);
  uint4 g_lightTileSize : packoffset(c19);
}

cbuffer cbLightAccShadowInfo : register(b2)
{
  float4 g_aShadowMapInfo[3] : packoffset(c0);
}

cbuffer cbLightAccLightParam : register(b1)
{

  struct
  {
    float4 PositionAndRadius;
    float4 DiffColor;
    float4 SpecColor;
    float4 TransLightParam;
    float4 ProjParam;
    float4 ShadowCenterPos;
    float4 ViewportScaleOffset[6];
  } g_aPointLight[3] : packoffset(c0);

}

SamplerState SS_ClampPoint_s : register(s7);
SamplerState SS_WrapLinear_s : register(s8);
SamplerComparisonState SS_Shadow_s : register(s12);
Texture2D<float4> g_LightPrepassAttrTexture : register(t0);
Texture2D<float4> g_DepthTexture : register(t1);
Texture2D<float4> g_GBuffer1Texture : register(t3);
Texture2D<float4> g_GBuffer3Texture : register(t5);
Texture2D<float4> g_LightShadowTexture_0_ : register(t7);
Texture2D<float4> g_LightShadowTexture_1_ : register(t8);
Texture2D<float4> g_LightShadowTexture_2_ : register(t9);
Texture2D<float4> g_SSAOTexture : register(t33);


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


void main( 
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  out float4 o0 : SV_TARGET0,
  out float4 o1 : SV_TARGET1)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.zw = float2(1,1);
  r1.zw = float2(0,0);
  r2.z = g_DepthTexture.Sample(SS_ClampPoint_s, v1.xy).x;
  r2.xy = v2.xy;
  r2.w = 1;
  r3.x = dot(r2.xyzw, g_InvProjMatrix._m00_m10_m20_m30);
  r3.y = dot(r2.xyzw, g_InvProjMatrix._m01_m11_m21_m31);
  r3.z = dot(r2.xyzw, g_InvProjMatrix._m02_m12_m22_m32);
  r2.x = dot(r2.xyzw, g_InvProjMatrix._m03_m13_m23_m33);
  r2.xyz = r3.xyz / r2.xxx;
  r3.xyz = g_aPointLight[0].ShadowCenterPos.xyz + -r2.xyz;
  r4.z = -r3.x;
  r5.w = -r3.y;
  r6.xyz = cmp(abs(r3.xyx) < abs(r3.yzz));
  r7.xyz = cmp(float3(0,0,0) < -r3.zyx);
  r4.w = r7.y ? r3.z : -r3.z;
  r5.z = r7.x ? -r3.x : r3.x;
  r4.xy = r7.yy ? g_aPointLight[0].ViewportScaleOffset[2].zw : g_aPointLight[0].ViewportScaleOffset[3].zw;
  r5.xy = r7.xx ? g_aPointLight[0].ViewportScaleOffset[4].zw : g_aPointLight[0].ViewportScaleOffset[5].zw;
  r4.xyzw = r6.yyyy ? r5.xyzw : r4.xyzw;
  r8.z = r7.z ? r3.z : -r3.z;
  r8.xy = r7.zz ? g_aPointLight[0].ViewportScaleOffset[0].zw : g_aPointLight[0].ViewportScaleOffset[1].zw;
  r5.xyz = r6.zzz ? r5.xyz : r8.xyz;
  r4.xyzw = r6.xxxx ? r4.xyzw : r5.xyzw;
  r2.w = max(abs(r3.y), abs(r3.z));
  r3.w = max(abs(r3.x), r2.w);
  r1.xy = r4.xy * r3.ww;
  r3.xy = r4.zw;
  r3.z = g_aPointLight[0].ProjParam.x * r3.w + g_aPointLight[0].ProjParam.y;
  r4.xy = r7.yy ? g_aPointLight[0].ViewportScaleOffset[2].xy : g_aPointLight[0].ViewportScaleOffset[3].xy;
  r4.zw = r7.xx ? g_aPointLight[0].ViewportScaleOffset[4].xy : g_aPointLight[0].ViewportScaleOffset[5].xy;
  r5.xy = r7.zz ? g_aPointLight[0].ViewportScaleOffset[0].xy : g_aPointLight[0].ViewportScaleOffset[1].xy;
  r5.xy = r6.zz ? r4.zw : r5.xy;
  r4.xy = r6.yy ? r4.zw : r4.xy;
  r0.xy = r6.xx ? r4.xy : r5.xy;
  r0.xyzw = r3.xyzw * r0.xyzw + r1.xyzw;
  r1.xyzw = g_aShadowMapInfo[0].zwzw * r0.wwww;
  r3.xyzw = r1.zwzw * float4(-0.5,-0.5,0,0) + r0.xyzw;
  r3.xyz = r3.xyz / r3.www;
  r3.x = g_LightShadowTexture_0_.SampleCmpLevelZero(SS_Shadow_s, r3.xy, r3.z).x;
  r4.xyzw = r1.zwzw * float4(0.5,-0.5,0,0) + r0.xyzw;
  r4.xyz = r4.xyz / r4.www;
  r3.y = g_LightShadowTexture_0_.SampleCmpLevelZero(SS_Shadow_s, r4.xy, r4.z).x;
  r4.xyzw = r1.zwzw * float4(-0.5,0.5,0,0) + r0.xyzw;
  r0.xyzw = r1.xyzw * float4(0.5,0.5,0,0) + r0.xyzw;
  r0.xyz = r0.xyz / r0.www;
  r3.w = g_LightShadowTexture_0_.SampleCmpLevelZero(SS_Shadow_s, r0.xy, r0.z).x;
  r0.xyz = r4.xyz / r4.www;
  r3.z = g_LightShadowTexture_0_.SampleCmpLevelZero(SS_Shadow_s, r0.xy, r0.z).x;
  r0.x = dot(r3.xyzw, float4(0.25,0.25,0.25,0.25));
  r0.x = -1 + r0.x;
  r0.x = g_aPointLight[0].ProjParam.w * r0.x + 1;
  r0.yzw = g_aPointLight[0].PositionAndRadius.xyz + -r2.xyz;
  r1.x = dot(r0.yzw, r0.yzw);
  r1.y = saturate(g_aPointLight[0].PositionAndRadius.w * r1.x);
  r1.x = rsqrt(r1.x);
  r0.yzw = r1.xxx * r0.yzw;
  r1.x = sqrt(r1.y);
  r1.x = 1 + -r1.x;
  r1.x = r1.x * r1.x;
  r1.y = dot(r2.xyz, r2.xyz);
  r1.y = rsqrt(r1.y);
  r1.yzw = r2.xyz * r1.yyy;
  r2.w = saturate(dot(r0.yzw, r1.yzw));
  r2.w = log2(r2.w);
  r3.x = 32 * g_aPointLight[0].TransLightParam.y;
  r2.w = r3.x * r2.w;
  r2.w = exp2(r2.w);
  r3.xyz = g_LightPrepassAttrTexture.Sample(SS_ClampPoint_s, v1.xy).xyz;
  r3.xyz = r3.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r3.w = dot(r3.xyz, r3.xyz);
  r3.w = rsqrt(r3.w);
  r3.xyz = r3.xyz * r3.www;
  r4.x = dot(r3.xyz, g_ViewMatrix._m00_m10_m20);
  r4.y = dot(r3.xyz, g_ViewMatrix._m01_m11_m21);
  r4.z = dot(r3.xyz, g_ViewMatrix._m02_m12_m22);
  r3.x = dot(-r1.yzw, r4.xyz);
  r3.x = 1 + r3.x;
  r3.x = max(0, r3.x);
  r3.x = 0.5 * r3.x;
  r3.x = r3.x * r3.x;
  r2.w = r3.x * r2.w;
  r2.w = g_aPointLight[0].TransLightParam.x * r2.w;
  r3.yzw = g_aPointLight[0].DiffColor.xyz * r2.www;
  r5.xy = g_GBuffer1Texture.Sample(SS_ClampPoint_s, v1.xy).xy;
  r5.xz = float2(10,13) * r5.yx;
  r3.yzw = r5.xxx * r3.yzw;
  r3.yzw = r3.yzw * r1.xxx;
  r2.w = dot(r4.xyz, r0.yzw);
  r4.w = r5.y * 10 + r2.w;
  r2.w = saturate(r2.w);
  r2.w = r2.w * r1.x;
  r6.xyz = g_aPointLight[0].DiffColor.xyz * r2.www;
  r6.xyz = r6.xyz * r0.xxx;
  r2.w = max(0, r4.w);
  r4.w = r5.y * 20 + 1;
  r2.w = r2.w / r4.w;
  r7.xyz = g_aPointLight[0].DiffColor.xyz * r2.www;
  r7.xyz = r7.xyz * r1.xxx;
  r3.yzw = r7.xyz * r0.xxx + r3.yzw;
  r2.w = cmp(r5.y == 0.000000);
  r3.yzw = r2.www ? r6.xyz : r3.yzw;
  r6.xyz = g_aPointLight[1].ShadowCenterPos.xyz + -r2.xyz;
  r7.w = -r6.y;
  r8.z = -r6.x;
  r9.xyz = cmp(float3(0,0,0) < -r6.zyx);
  r8.w = r9.y ? r6.z : -r6.z;
  r10.xyz = cmp(abs(r6.xyx) < abs(r6.yzz));
  r7.z = r9.x ? -r6.x : r6.x;
  r8.xy = r9.yy ? g_aPointLight[1].ViewportScaleOffset[2].zw : g_aPointLight[1].ViewportScaleOffset[3].zw;
  r7.xy = r9.xx ? g_aPointLight[1].ViewportScaleOffset[4].zw : g_aPointLight[1].ViewportScaleOffset[5].zw;
  r8.xyzw = r10.yyyy ? r7.xyzw : r8.xyzw;
  r11.z = r9.z ? r6.z : -r6.z;
  r11.xy = r9.zz ? g_aPointLight[1].ViewportScaleOffset[0].zw : g_aPointLight[1].ViewportScaleOffset[1].zw;
  r7.xyz = r10.zzz ? r7.xyz : r11.xyz;
  r7.xyzw = r10.xxxx ? r8.xyzw : r7.xyzw;
  r5.w = max(abs(r6.y), abs(r6.z));
  r6.w = max(abs(r6.x), r5.w);
  r8.xy = r7.xy * r6.ww;
  r6.xy = r7.zw;
  r7.zw = float2(1,1);
  r8.zw = float2(0,0);
  r6.z = g_aPointLight[1].ProjParam.x * r6.w + g_aPointLight[1].ProjParam.y;
  r9.yw = r9.yy ? g_aPointLight[1].ViewportScaleOffset[2].xy : g_aPointLight[1].ViewportScaleOffset[3].xy;
  r11.xy = r9.xx ? g_aPointLight[1].ViewportScaleOffset[4].xy : g_aPointLight[1].ViewportScaleOffset[5].xy;
  r9.xz = r9.zz ? g_aPointLight[1].ViewportScaleOffset[0].xy : g_aPointLight[1].ViewportScaleOffset[1].xy;
  r9.xyzw = r10.zyzy ? r11.xxyy : r9.xyzw;
  r7.xy = r10.xx ? r9.yw : r9.xz;
  r6.xyzw = r6.xyzw * r7.xyzw + r8.xyzw;
  r7.xyzw = g_aShadowMapInfo[1].zwzw * r6.wwww;
  r8.xyzw = r7.zwzw * float4(-0.5,-0.5,0,0) + r6.xyzw;
  r8.xyz = r8.xyz / r8.www;
  r8.x = g_LightShadowTexture_1_.SampleCmpLevelZero(SS_Shadow_s, r8.xy, r8.z).x;
  r9.xyzw = r7.zwzw * float4(0.5,-0.5,0,0) + r6.xyzw;
  r9.xyz = r9.xyz / r9.www;
  r8.y = g_LightShadowTexture_1_.SampleCmpLevelZero(SS_Shadow_s, r9.xy, r9.z).x;
  r9.xyzw = r7.zwzw * float4(-0.5,0.5,0,0) + r6.xyzw;
  r6.xyzw = r7.xyzw * float4(0.5,0.5,0,0) + r6.xyzw;
  r6.xyz = r6.xyz / r6.www;
  r8.w = g_LightShadowTexture_1_.SampleCmpLevelZero(SS_Shadow_s, r6.xy, r6.z).x;
  r6.xyz = r9.xyz / r9.www;
  r8.z = g_LightShadowTexture_1_.SampleCmpLevelZero(SS_Shadow_s, r6.xy, r6.z).x;
  r5.w = dot(r8.xyzw, float4(0.25,0.25,0.25,0.25));
  r5.w = -1 + r5.w;
  r5.w = g_aPointLight[1].ProjParam.w * r5.w + 1;
  r6.xyz = g_aPointLight[1].PositionAndRadius.xyz + -r2.xyz;
  r6.w = dot(r6.xyz, r6.xyz);
  r7.x = rsqrt(r6.w);
  r6.w = saturate(g_aPointLight[1].PositionAndRadius.w * r6.w);
  r6.w = sqrt(r6.w);
  r6.w = 1 + -r6.w;
  r6.w = r6.w * r6.w;
  r6.xyz = r7.xxx * r6.xyz;
  r7.x = dot(r4.xyz, r6.xyz);
  r7.y = r5.y * 10 + r7.x;
  r7.x = saturate(r7.x);
  r7.x = r7.x * r6.w;
  r7.xzw = g_aPointLight[1].DiffColor.xyz * r7.xxx;
  r7.xzw = r7.xzw * r5.www;
  r7.y = max(0, r7.y);
  r7.y = r7.y / r4.w;
  r8.xyz = g_aPointLight[1].DiffColor.xyz * r7.yyy;
  r8.xyz = r8.xyz * r6.www;
  r7.y = saturate(dot(r6.xyz, r1.yzw));
  r7.y = log2(r7.y);
  r8.w = 32 * g_aPointLight[1].TransLightParam.y;
  r7.y = r8.w * r7.y;
  r7.y = exp2(r7.y);
  r7.y = r7.y * r3.x;
  r7.y = g_aPointLight[1].TransLightParam.x * r7.y;
  r9.xyz = g_aPointLight[1].DiffColor.xyz * r7.yyy;
  r9.xyz = r9.xyz * r5.xxx;
  r9.xyz = r9.xyz * r6.www;
  r8.xyz = r8.xyz * r5.www + r9.xyz;
  r7.xyz = r2.www ? r7.xzw : r8.xyz;
  r3.yzw = r7.xyz + r3.yzw;
  r7.xyz = g_aPointLight[2].ShadowCenterPos.xyz + -r2.xyz;
  r2.xyz = g_aPointLight[2].PositionAndRadius.xyz + -r2.xyz;
  r8.w = -r7.y;
  r9.z = -r7.x;
  r10.xyz = cmp(abs(r7.xyx) < abs(r7.yzz));
  r11.xyz = cmp(float3(0,0,0) < -r7.zyx);
  r9.w = r11.y ? r7.z : -r7.z;
  r8.z = r11.x ? -r7.x : r7.x;
  r9.xy = r11.yy ? g_aPointLight[2].ViewportScaleOffset[2].zw : g_aPointLight[2].ViewportScaleOffset[3].zw;
  r8.xy = r11.xx ? g_aPointLight[2].ViewportScaleOffset[4].zw : g_aPointLight[2].ViewportScaleOffset[5].zw;
  r9.xyzw = r10.yyyy ? r8.xyzw : r9.xyzw;
  r12.z = r11.z ? r7.z : -r7.z;
  r12.xy = r11.zz ? g_aPointLight[2].ViewportScaleOffset[0].zw : g_aPointLight[2].ViewportScaleOffset[1].zw;
  r8.xyz = r10.zzz ? r8.xyz : r12.xyz;
  r8.xyzw = r10.xxxx ? r9.xyzw : r8.xyzw;
  r7.y = max(abs(r7.y), abs(r7.z));
  r7.w = max(abs(r7.x), r7.y);
  r9.xy = r8.xy * r7.ww;
  r7.xy = r8.zw;
  r8.zw = float2(1,1);
  r9.zw = float2(0,0);
  r7.z = g_aPointLight[2].ProjParam.x * r7.w + g_aPointLight[2].ProjParam.y;
  r11.yw = r11.yy ? g_aPointLight[2].ViewportScaleOffset[2].xy : g_aPointLight[2].ViewportScaleOffset[3].xy;
  r12.xy = r11.xx ? g_aPointLight[2].ViewportScaleOffset[4].xy : g_aPointLight[2].ViewportScaleOffset[5].xy;
  r11.xz = r11.zz ? g_aPointLight[2].ViewportScaleOffset[0].xy : g_aPointLight[2].ViewportScaleOffset[1].xy;
  r10.zw = r10.zz ? r12.xy : r11.xz;
  r11.xy = r10.yy ? r12.xy : r11.yw;
  r8.xy = r10.xx ? r11.xy : r10.zw;
  r7.xyzw = r7.xyzw * r8.xyzw + r9.xyzw;
  r8.xyzw = g_aShadowMapInfo[2].zwzw * r7.wwww;
  r9.xyzw = r8.zwzw * float4(-0.5,-0.5,0,0) + r7.xyzw;
  r9.xyz = r9.xyz / r9.www;
  r9.x = g_LightShadowTexture_2_.SampleCmpLevelZero(SS_Shadow_s, r9.xy, r9.z).x;
  r10.xyzw = r8.zwzw * float4(0.5,-0.5,0,0) + r7.xyzw;
  r10.xyz = r10.xyz / r10.www;
  r9.y = g_LightShadowTexture_2_.SampleCmpLevelZero(SS_Shadow_s, r10.xy, r10.z).x;
  r10.xyzw = r8.zwzw * float4(-0.5,0.5,0,0) + r7.xyzw;
  r7.xyzw = r8.xyzw * float4(0.5,0.5,0,0) + r7.xyzw;
  r7.xyz = r7.xyz / r7.www;
  r9.w = g_LightShadowTexture_2_.SampleCmpLevelZero(SS_Shadow_s, r7.xy, r7.z).x;
  r7.xyz = r10.xyz / r10.www;
  r9.z = g_LightShadowTexture_2_.SampleCmpLevelZero(SS_Shadow_s, r7.xy, r7.z).x;
  r7.x = dot(r9.xyzw, float4(0.25,0.25,0.25,0.25));
  r7.x = -1 + r7.x;
  r7.x = g_aPointLight[2].ProjParam.w * r7.x + 1;
  r7.y = dot(r2.xyz, r2.xyz);
  r7.z = rsqrt(r7.y);
  r7.y = saturate(g_aPointLight[2].PositionAndRadius.w * r7.y);
  r7.y = sqrt(r7.y);
  r7.y = 1 + -r7.y;
  r7.y = r7.y * r7.y;
  r2.xyz = r7.zzz * r2.xyz;
  r7.z = dot(r4.xyz, r2.xyz);
  r5.y = r5.y * 10 + r7.z;
  r7.z = saturate(r7.z);
  r7.z = r7.y * r7.z;
  r8.xyz = g_aPointLight[2].DiffColor.xyz * r7.zzz;
  r8.xyz = r8.xyz * r7.xxx;
  r5.y = max(0, r5.y);
  r4.w = r5.y / r4.w;
  r9.xyz = g_aPointLight[2].DiffColor.xyz * r4.www;
  r9.xyz = r9.xyz * r7.yyy;
  r4.w = saturate(dot(r2.xyz, r1.yzw));
  r4.w = log2(r4.w);
  r5.y = 32 * g_aPointLight[2].TransLightParam.y;
  r4.w = r5.y * r4.w;
  r4.w = exp2(r4.w);
  r3.x = r4.w * r3.x;
  r3.x = g_aPointLight[2].TransLightParam.x * r3.x;
  r10.xyz = g_aPointLight[2].DiffColor.xyz * r3.xxx;
  r10.xyz = r10.xyz * r5.xxx;
  r3.x = exp2(r5.z);
  r5.xyz = r10.xyz * r7.yyy;
  r5.xyz = r9.xyz * r7.xxx + r5.xyz;
  r5.xyz = r2.www ? r8.xyz : r5.xyz;
  r3.yzw = r5.xyz + r3.yzw;
  r5.xyz = g_GBuffer3Texture.Sample(SS_ClampPoint_s, v1.xy).xyz;
  r5.xyz = r5.xyz * r5.xyz;
  r8.xyz = -r5.xyz * float3(0.5,0.5,0.5) + float3(1,1,1);
  r3.yzw = r8.xyz * r3.yzw;
  r2.w = g_SSAOTexture.Sample(SS_WrapLinear_s, v1.xy).x;
  o0.xyz = r3.yzw * r2.www;
  o0.w = 1;
  r3.y = dot(r1.yzw, r4.xyz);
  r3.y = r3.y + r3.y;
  r1.yzw = r4.xyz * -r3.yyy + r1.yzw;
  r2.x = saturate(dot(r1.yzw, r2.xyz));
  r2.x = log2(r2.x);
  r2.y = g_aPointLight[2].DiffColor.w * r3.x;
  r2.z = r3.x * 0.00999999978 + g_aPointLight[2].DiffColor.w;
  r2.y = r2.y / r2.z;
  r2.y = max(1, r2.y);
  r2.z = 0.25 * r2.y;
  r2.y = r2.y * 0.125 + 0.25;
  r2.x = r2.z * r2.x;
  r2.x = exp2(r2.x);
  r2.x = r2.x * r2.y;
  r2.xyz = g_aPointLight[2].SpecColor.xyz * r2.xxx;
  r2.xyz = r2.xyz * r7.yyy;
  r3.y = saturate(dot(r1.yzw, r6.xyz));
  r0.y = saturate(dot(r1.yzw, r0.yzw));
  r0.y = log2(r0.y);
  r0.z = log2(r3.y);
  r0.w = g_aPointLight[1].DiffColor.w * r3.x;
  r1.y = r3.x * 0.00999999978 + g_aPointLight[1].DiffColor.w;
  r0.w = r0.w / r1.y;
  r0.w = max(1, r0.w);
  r1.y = 0.25 * r0.w;
  r0.w = r0.w * 0.125 + 0.25;
  r0.z = r1.y * r0.z;
  r0.z = exp2(r0.z);
  r0.z = r0.z * r0.w;
  r1.yzw = g_aPointLight[1].SpecColor.xyz * r0.zzz;
  r1.yzw = r1.yzw * r6.www;
  r1.yzw = r1.yzw * r5.www;
  r0.z = g_aPointLight[0].DiffColor.w * r3.x;
  r0.w = r3.x * 0.00999999978 + g_aPointLight[0].DiffColor.w;
  r0.z = r0.z / r0.w;
  r0.z = max(1, r0.z);
  r0.w = 0.25 * r0.z;
  r0.z = r0.z * 0.125 + 0.25;
  r0.y = r0.w * r0.y;
  r0.y = exp2(r0.y);
  r0.y = r0.y * r0.z;
  r0.yzw = g_aPointLight[0].SpecColor.xyz * r0.yyy;
  r0.yzw = r0.yzw * r1.xxx;
  r0.xyz = r0.yzw * r0.xxx + r1.yzw;
  r0.xyz = r2.xyz * r7.xxx + r0.xyz;
  r0.xyz = r0.xyz * r5.xyz;
  o1.xyz = r0.xyz * r2.www;
  o1.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Buffer Definitions: 
//
// cbuffer cbLightAccParam
// {
//
//   float4x4 g_InvProjMatrix;          // Offset:    0 Size:    64
//   float4x3 g_ViewMatrix;             // Offset:   64 Size:    48
//   float4 g_ScreenSize;               // Offset:  112 Size:    16 [unused]
//   float4x4 g_CameraMatrix;           // Offset:  128 Size:    64 [unused]
//   float4 g_specPowerParam;           // Offset:  192 Size:    16 [unused]
//   float4x4 g_ProjMatrix;             // Offset:  208 Size:    64 [unused]
//   uint g_lightCount;                 // Offset:  272 Size:     4 [unused]
//   bool g_visualizeLightCount;        // Offset:  276 Size:     4 [unused]
//   uint g_spotLightCount;             // Offset:  280 Size:     4 [unused]
//   uint g_lineLightCount;             // Offset:  284 Size:     4 [unused]
//   float g_frustumNear;               // Offset:  288 Size:     4 [unused]
//   float g_frustumFar;                // Offset:  292 Size:     4 [unused]
//   float g_frustumSliceScale;         // Offset:  296 Size:     4 [unused]
//   float g_frustumSliceBias;          // Offset:  300 Size:     4 [unused]
//   uint4 g_lightTileSize;             // Offset:  304 Size:    16 [unused]
//
// }
//
// cbuffer cbLightAccShadowInfo
// {
//
//   float4 g_aShadowMapInfo[3];        // Offset:    0 Size:    48
//
// }
//
// cbuffer cbLightAccLightParam
// {
//
//   struct PointLight
//   {
//       
//       float4 PositionAndRadius;      // Offset:    0
//       float4 DiffColor;              // Offset:   16
//       float4 SpecColor;              // Offset:   32
//       float4 TransLightParam;        // Offset:   48
//       float4 ProjParam;              // Offset:   64
//       float4 ShadowCenterPos;        // Offset:   80
//       float4 ViewportScaleOffset[6]; // Offset:   96
//
//   } g_aPointLight[3];                // Offset:    0 Size:   576
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SS_ClampPoint                     sampler      NA          NA    7        1
// SS_WrapLinear                     sampler      NA          NA    8        1
// SS_Shadow                       sampler_c      NA          NA   12        1
// g_LightPrepassAttrTexture         texture  float4          2d    0        1
// g_DepthTexture                    texture  float4          2d    1        1
// g_GBuffer1Texture                 texture  float4          2d    3        1
// g_GBuffer3Texture                 texture  float4          2d    5        1
// g_LightShadowTexture[0]           texture  float4          2d    7        1
// g_LightShadowTexture[1]           texture  float4          2d    8        1
// g_LightShadowTexture[2]           texture  float4          2d    9        1
// g_SSAOTexture                     texture  float4          2d   33        1
// cbLightAccParam                   cbuffer      NA          NA    0        1
// cbLightAccLightParam              cbuffer      NA          NA    1        1
// cbLightAccShadowInfo              cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xy          1     NONE   float   xy  
// TEXCOORD                 1   xyzw        2     NONE   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 cb0[7], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_constantbuffer cb1[36], immediateIndexed
dcl_sampler s7, mode_default
dcl_sampler s8, mode_default
dcl_sampler s12, mode_comparison
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t33
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_temps 13
mov r0.zw, l(0,0,1.000000,1.000000)
mov r1.zw, l(0,0,0,0)
sample_indexable(texture2d)(float,float,float,float) r2.z, v1.xyxx, t1.yzxw, s7
mov r2.xy, v2.xyxx
mov r2.w, l(1.000000)
dp4 r3.x, r2.xyzw, cb0[0].xyzw
dp4 r3.y, r2.xyzw, cb0[1].xyzw
dp4 r3.z, r2.xyzw, cb0[2].xyzw
dp4 r2.x, r2.xyzw, cb0[3].xyzw
div r2.xyz, r3.xyzx, r2.xxxx
add r3.xyz, -r2.xyzx, cb1[5].xyzx
mov r4.z, -r3.x
mov r5.w, -r3.y
lt r6.xyz, |r3.xyxx|, |r3.yzzy|
lt r7.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), -r3.zyxz
movc r4.w, r7.y, r3.z, -r3.z
movc r5.z, r7.x, -r3.x, r3.x
movc r4.xy, r7.yyyy, cb1[8].zwzz, cb1[9].zwzz
movc r5.xy, r7.xxxx, cb1[10].zwzz, cb1[11].zwzz
movc r4.xyzw, r6.yyyy, r5.xyzw, r4.xyzw
movc r8.z, r7.z, r3.z, -r3.z
movc r8.xy, r7.zzzz, cb1[6].zwzz, cb1[7].zwzz
movc r5.xyz, r6.zzzz, r5.xyzx, r8.xyzx
movc r4.xyzw, r6.xxxx, r4.xyzw, r5.xyzw
max r2.w, |r3.z|, |r3.y|
max r3.w, r2.w, |r3.x|
mul r1.xy, r3.wwww, r4.xyxx
mov r3.xy, r4.zwzz
mad r3.z, cb1[4].x, r3.w, cb1[4].y
movc r4.xy, r7.yyyy, cb1[8].xyxx, cb1[9].xyxx
movc r4.zw, r7.xxxx, cb1[10].xxxy, cb1[11].xxxy
movc r5.xy, r7.zzzz, cb1[6].xyxx, cb1[7].xyxx
movc r5.xy, r6.zzzz, r4.zwzz, r5.xyxx
movc r4.xy, r6.yyyy, r4.zwzz, r4.xyxx
movc r0.xy, r6.xxxx, r4.xyxx, r5.xyxx
mad r0.xyzw, r3.xyzw, r0.xyzw, r1.xyzw
mul r1.xyzw, r0.wwww, cb2[0].zwzw
mad r3.xyzw, r1.zwzw, l(-0.500000, -0.500000, 0.000000, 0.000000), r0.xyzw
div r3.xyz, r3.xyzx, r3.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r3.x, r3.xyxx, t7.xxxx, s12, r3.z
mad r4.xyzw, r1.zwzw, l(0.500000, -0.500000, 0.000000, 0.000000), r0.xyzw
div r4.xyz, r4.xyzx, r4.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r3.y, r4.xyxx, t7.xxxx, s12, r4.z
mad r4.xyzw, r1.zwzw, l(-0.500000, 0.500000, 0.000000, 0.000000), r0.xyzw
mad r0.xyzw, r1.xyzw, l(0.500000, 0.500000, 0.000000, 0.000000), r0.xyzw
div r0.xyz, r0.xyzx, r0.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r3.w, r0.xyxx, t7.xxxx, s12, r0.z
div r0.xyz, r4.xyzx, r4.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r3.z, r0.xyxx, t7.xxxx, s12, r0.z
dp4 r0.x, r3.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
add r0.x, r0.x, l(-1.000000)
mad r0.x, cb1[4].w, r0.x, l(1.000000)
add r0.yzw, -r2.xxyz, cb1[0].xxyz
dp3 r1.x, r0.yzwy, r0.yzwy
mul_sat r1.y, r1.x, cb1[0].w
rsq r1.x, r1.x
mul r0.yzw, r0.yyzw, r1.xxxx
sqrt r1.x, r1.y
add r1.x, -r1.x, l(1.000000)
mul r1.x, r1.x, r1.x
dp3 r1.y, r2.xyzx, r2.xyzx
rsq r1.y, r1.y
mul r1.yzw, r1.yyyy, r2.xxyz
dp3_sat r2.w, r0.yzwy, r1.yzwy
log r2.w, r2.w
mul r3.x, cb1[3].y, l(32.000000)
mul r2.w, r2.w, r3.x
exp r2.w, r2.w
sample_indexable(texture2d)(float,float,float,float) r3.xyz, v1.xyxx, t0.xyzw, s7
mad r3.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r3.w, r3.xyzx, r3.xyzx
rsq r3.w, r3.w
mul r3.xyz, r3.wwww, r3.xyzx
dp3 r4.x, r3.xyzx, cb0[4].xyzx
dp3 r4.y, r3.xyzx, cb0[5].xyzx
dp3 r4.z, r3.xyzx, cb0[6].xyzx
dp3 r3.x, -r1.yzwy, r4.xyzx
add r3.x, r3.x, l(1.000000)
max r3.x, r3.x, l(0.000000)
mul r3.x, r3.x, l(0.500000)
mul r3.x, r3.x, r3.x
mul r2.w, r2.w, r3.x
mul r2.w, r2.w, cb1[3].x
mul r3.yzw, r2.wwww, cb1[1].xxyz
sample_indexable(texture2d)(float,float,float,float) r5.xy, v1.xyxx, t3.xyzw, s7
mul r5.xz, r5.yyxy, l(10.000000, 0.000000, 13.000000, 0.000000)
mul r3.yzw, r3.yyzw, r5.xxxx
mul r3.yzw, r1.xxxx, r3.yyzw
dp3 r2.w, r4.xyzx, r0.yzwy
mad r4.w, r5.y, l(10.000000), r2.w
mov_sat r2.w, r2.w
mul r2.w, r1.x, r2.w
mul r6.xyz, r2.wwww, cb1[1].xyzx
mul r6.xyz, r0.xxxx, r6.xyzx
max r2.w, r4.w, l(0.000000)
mad r4.w, r5.y, l(20.000000), l(1.000000)
div r2.w, r2.w, r4.w
mul r7.xyz, r2.wwww, cb1[1].xyzx
mul r7.xyz, r1.xxxx, r7.xyzx
mad r3.yzw, r7.xxyz, r0.xxxx, r3.yyzw
eq r2.w, r5.y, l(0.000000)
movc r3.yzw, r2.wwww, r6.xxyz, r3.yyzw
add r6.xyz, -r2.xyzx, cb1[17].xyzx
mov r7.w, -r6.y
mov r8.z, -r6.x
lt r9.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), -r6.zyxz
movc r8.w, r9.y, r6.z, -r6.z
lt r10.xyz, |r6.xyxx|, |r6.yzzy|
movc r7.z, r9.x, -r6.x, r6.x
movc r8.xy, r9.yyyy, cb1[20].zwzz, cb1[21].zwzz
movc r7.xy, r9.xxxx, cb1[22].zwzz, cb1[23].zwzz
movc r8.xyzw, r10.yyyy, r7.xyzw, r8.xyzw
movc r11.z, r9.z, r6.z, -r6.z
movc r11.xy, r9.zzzz, cb1[18].zwzz, cb1[19].zwzz
movc r7.xyz, r10.zzzz, r7.xyzx, r11.xyzx
movc r7.xyzw, r10.xxxx, r8.xyzw, r7.xyzw
max r5.w, |r6.z|, |r6.y|
max r6.w, r5.w, |r6.x|
mul r8.xy, r6.wwww, r7.xyxx
mov r6.xy, r7.zwzz
mov r7.zw, l(0,0,1.000000,1.000000)
mov r8.zw, l(0,0,0,0)
mad r6.z, cb1[16].x, r6.w, cb1[16].y
movc r9.yw, r9.yyyy, cb1[20].xxxy, cb1[21].xxxy
movc r11.xy, r9.xxxx, cb1[22].xyxx, cb1[23].xyxx
movc r9.xz, r9.zzzz, cb1[18].xxyx, cb1[19].xxyx
movc r9.xyzw, r10.zyzy, r11.xxyy, r9.xyzw
movc r7.xy, r10.xxxx, r9.ywyy, r9.xzxx
mad r6.xyzw, r6.xyzw, r7.xyzw, r8.xyzw
mul r7.xyzw, r6.wwww, cb2[1].zwzw
mad r8.xyzw, r7.zwzw, l(-0.500000, -0.500000, 0.000000, 0.000000), r6.xyzw
div r8.xyz, r8.xyzx, r8.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r8.x, r8.xyxx, t8.xxxx, s12, r8.z
mad r9.xyzw, r7.zwzw, l(0.500000, -0.500000, 0.000000, 0.000000), r6.xyzw
div r9.xyz, r9.xyzx, r9.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r8.y, r9.xyxx, t8.xxxx, s12, r9.z
mad r9.xyzw, r7.zwzw, l(-0.500000, 0.500000, 0.000000, 0.000000), r6.xyzw
mad r6.xyzw, r7.xyzw, l(0.500000, 0.500000, 0.000000, 0.000000), r6.xyzw
div r6.xyz, r6.xyzx, r6.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r8.w, r6.xyxx, t8.xxxx, s12, r6.z
div r6.xyz, r9.xyzx, r9.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r8.z, r6.xyxx, t8.xxxx, s12, r6.z
dp4 r5.w, r8.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
add r5.w, r5.w, l(-1.000000)
mad r5.w, cb1[16].w, r5.w, l(1.000000)
add r6.xyz, -r2.xyzx, cb1[12].xyzx
dp3 r6.w, r6.xyzx, r6.xyzx
rsq r7.x, r6.w
mul_sat r6.w, r6.w, cb1[12].w
sqrt r6.w, r6.w
add r6.w, -r6.w, l(1.000000)
mul r6.w, r6.w, r6.w
mul r6.xyz, r6.xyzx, r7.xxxx
dp3 r7.x, r4.xyzx, r6.xyzx
mad r7.y, r5.y, l(10.000000), r7.x
mov_sat r7.x, r7.x
mul r7.x, r6.w, r7.x
mul r7.xzw, r7.xxxx, cb1[13].xxyz
mul r7.xzw, r5.wwww, r7.xxzw
max r7.y, r7.y, l(0.000000)
div r7.y, r7.y, r4.w
mul r8.xyz, r7.yyyy, cb1[13].xyzx
mul r8.xyz, r6.wwww, r8.xyzx
dp3_sat r7.y, r6.xyzx, r1.yzwy
log r7.y, r7.y
mul r8.w, cb1[15].y, l(32.000000)
mul r7.y, r7.y, r8.w
exp r7.y, r7.y
mul r7.y, r3.x, r7.y
mul r7.y, r7.y, cb1[15].x
mul r9.xyz, r7.yyyy, cb1[13].xyzx
mul r9.xyz, r5.xxxx, r9.xyzx
mul r9.xyz, r6.wwww, r9.xyzx
mad r8.xyz, r8.xyzx, r5.wwww, r9.xyzx
movc r7.xyz, r2.wwww, r7.xzwx, r8.xyzx
add r3.yzw, r3.yyzw, r7.xxyz
add r7.xyz, -r2.xyzx, cb1[29].xyzx
add r2.xyz, -r2.xyzx, cb1[24].xyzx
mov r8.w, -r7.y
mov r9.z, -r7.x
lt r10.xyz, |r7.xyxx|, |r7.yzzy|
lt r11.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), -r7.zyxz
movc r9.w, r11.y, r7.z, -r7.z
movc r8.z, r11.x, -r7.x, r7.x
movc r9.xy, r11.yyyy, cb1[32].zwzz, cb1[33].zwzz
movc r8.xy, r11.xxxx, cb1[34].zwzz, cb1[35].zwzz
movc r9.xyzw, r10.yyyy, r8.xyzw, r9.xyzw
movc r12.z, r11.z, r7.z, -r7.z
movc r12.xy, r11.zzzz, cb1[30].zwzz, cb1[31].zwzz
movc r8.xyz, r10.zzzz, r8.xyzx, r12.xyzx
movc r8.xyzw, r10.xxxx, r9.xyzw, r8.xyzw
max r7.y, |r7.z|, |r7.y|
max r7.w, r7.y, |r7.x|
mul r9.xy, r7.wwww, r8.xyxx
mov r7.xy, r8.zwzz
mov r8.zw, l(0,0,1.000000,1.000000)
mov r9.zw, l(0,0,0,0)
mad r7.z, cb1[28].x, r7.w, cb1[28].y
movc r11.yw, r11.yyyy, cb1[32].xxxy, cb1[33].xxxy
movc r12.xy, r11.xxxx, cb1[34].xyxx, cb1[35].xyxx
movc r11.xz, r11.zzzz, cb1[30].xxyx, cb1[31].xxyx
movc r10.zw, r10.zzzz, r12.xxxy, r11.xxxz
movc r11.xy, r10.yyyy, r12.xyxx, r11.ywyy
movc r8.xy, r10.xxxx, r11.xyxx, r10.zwzz
mad r7.xyzw, r7.xyzw, r8.xyzw, r9.xyzw
mul r8.xyzw, r7.wwww, cb2[2].zwzw
mad r9.xyzw, r8.zwzw, l(-0.500000, -0.500000, 0.000000, 0.000000), r7.xyzw
div r9.xyz, r9.xyzx, r9.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r9.x, r9.xyxx, t9.xxxx, s12, r9.z
mad r10.xyzw, r8.zwzw, l(0.500000, -0.500000, 0.000000, 0.000000), r7.xyzw
div r10.xyz, r10.xyzx, r10.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r9.y, r10.xyxx, t9.xxxx, s12, r10.z
mad r10.xyzw, r8.zwzw, l(-0.500000, 0.500000, 0.000000, 0.000000), r7.xyzw
mad r7.xyzw, r8.xyzw, l(0.500000, 0.500000, 0.000000, 0.000000), r7.xyzw
div r7.xyz, r7.xyzx, r7.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r7.xyxx, t9.xxxx, s12, r7.z
div r7.xyz, r10.xyzx, r10.wwww
sample_c_lz_indexable(texture2d)(float,float,float,float) r9.z, r7.xyxx, t9.xxxx, s12, r7.z
dp4 r7.x, r9.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
add r7.x, r7.x, l(-1.000000)
mad r7.x, cb1[28].w, r7.x, l(1.000000)
dp3 r7.y, r2.xyzx, r2.xyzx
rsq r7.z, r7.y
mul_sat r7.y, r7.y, cb1[24].w
sqrt r7.y, r7.y
add r7.y, -r7.y, l(1.000000)
mul r7.y, r7.y, r7.y
mul r2.xyz, r2.xyzx, r7.zzzz
dp3 r7.z, r4.xyzx, r2.xyzx
mad r5.y, r5.y, l(10.000000), r7.z
mov_sat r7.z, r7.z
mul r7.z, r7.z, r7.y
mul r8.xyz, r7.zzzz, cb1[25].xyzx
mul r8.xyz, r7.xxxx, r8.xyzx
max r5.y, r5.y, l(0.000000)
div r4.w, r5.y, r4.w
mul r9.xyz, r4.wwww, cb1[25].xyzx
mul r9.xyz, r7.yyyy, r9.xyzx
dp3_sat r4.w, r2.xyzx, r1.yzwy
log r4.w, r4.w
mul r5.y, cb1[27].y, l(32.000000)
mul r4.w, r4.w, r5.y
exp r4.w, r4.w
mul r3.x, r3.x, r4.w
mul r3.x, r3.x, cb1[27].x
mul r10.xyz, r3.xxxx, cb1[25].xyzx
mul r10.xyz, r5.xxxx, r10.xyzx
exp r3.x, r5.z
mul r5.xyz, r7.yyyy, r10.xyzx
mad r5.xyz, r9.xyzx, r7.xxxx, r5.xyzx
movc r5.xyz, r2.wwww, r8.xyzx, r5.xyzx
add r3.yzw, r3.yyzw, r5.xxyz
sample_indexable(texture2d)(float,float,float,float) r5.xyz, v1.xyxx, t5.xyzw, s7
mul r5.xyz, r5.xyzx, r5.xyzx
mad r8.xyz, -r5.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(1.000000, 1.000000, 1.000000, 0.000000)
mul r3.yzw, r3.yyzw, r8.xxyz
sample_indexable(texture2d)(float,float,float,float) r2.w, v1.xyxx, t33.yzwx, s8
mul o0.xyz, r2.wwww, r3.yzwy
mov o0.w, l(1.000000)
dp3 r3.y, r1.yzwy, r4.xyzx
add r3.y, r3.y, r3.y
mad r1.yzw, r4.xxyz, -r3.yyyy, r1.yyzw
dp3_sat r2.x, r1.yzwy, r2.xyzx
log r2.x, r2.x
mul r2.y, r3.x, cb1[25].w
mad r2.z, r3.x, l(0.010000), cb1[25].w
div r2.y, r2.y, r2.z
max r2.y, r2.y, l(1.000000)
mul r2.z, r2.y, l(0.250000)
mad r2.y, r2.y, l(0.125000), l(0.250000)
mul r2.x, r2.x, r2.z
exp r2.x, r2.x
mul r2.x, r2.y, r2.x
mul r2.xyz, r2.xxxx, cb1[26].xyzx
mul r2.xyz, r7.yyyy, r2.xyzx
dp3_sat r3.y, r1.yzwy, r6.xyzx
dp3_sat r0.y, r1.yzwy, r0.yzwy
log r0.y, r0.y
log r0.z, r3.y
mul r0.w, r3.x, cb1[13].w
mad r1.y, r3.x, l(0.010000), cb1[13].w
div r0.w, r0.w, r1.y
max r0.w, r0.w, l(1.000000)
mul r1.y, r0.w, l(0.250000)
mad r0.w, r0.w, l(0.125000), l(0.250000)
mul r0.z, r0.z, r1.y
exp r0.z, r0.z
mul r0.z, r0.w, r0.z
mul r1.yzw, r0.zzzz, cb1[14].xxyz
mul r1.yzw, r6.wwww, r1.yyzw
mul r1.yzw, r5.wwww, r1.yyzw
mul r0.z, r3.x, cb1[1].w
mad r0.w, r3.x, l(0.010000), cb1[1].w
div r0.z, r0.z, r0.w
max r0.z, r0.z, l(1.000000)
mul r0.w, r0.z, l(0.250000)
mad r0.z, r0.z, l(0.125000), l(0.250000)
mul r0.y, r0.y, r0.w
exp r0.y, r0.y
mul r0.y, r0.z, r0.y
mul r0.yzw, r0.yyyy, cb1[2].xxyz
mul r0.yzw, r1.xxxx, r0.yyzw
mad r0.xyz, r0.yzwy, r0.xxxx, r1.yzwy
mad r0.xyz, r2.xyzx, r7.xxxx, r0.xyzx
mul r0.xyz, r5.xyzx, r0.xyzx
mul o1.xyz, r2.wwww, r0.xyzx
mov o1.w, l(1.000000)
ret 
// Approximately 308 instruction slots used

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