
cbuffer cbDefaultXSC : register(b0)
{
  float4x4 ViewProj : packoffset(c0);
  float4x4 ViewMatrix : packoffset(c4);
  float4x4 SecondaryProj : packoffset(c8);
  float4x4 SecondaryViewProj : packoffset(c12);
  float4x4 SecondaryInvViewProj : packoffset(c16);
  float4 ConstantColour : packoffset(c20);
  float4 Time : packoffset(c21);
  float4 CameraPosition : packoffset(c22);
  float4 InvProjectionParams : packoffset(c23);
  float4 SecondaryInvProjectionParams : packoffset(c24);
  float4 ShaderDebugParams : packoffset(c25);
  float4 ToneMappingDebugParams : packoffset(c26);
  float4 HDR_EncodeScale2 : packoffset(c27);
  float4 EmissiveSurfaceMultiplier : packoffset(c28);
  float4 AlphaLight_OffsetScale : packoffset(c29);
  float4 TessellationScaleFactor : packoffset(c30);
  float4 FogNearColour : packoffset(c31);
  float4 FogFarColour : packoffset(c32);
  float4 FogParams : packoffset(c33);
  float4 AdvanceEnvironmentShaderDebugParams : packoffset(c34);
  float4 SMAA_RTMetrics : packoffset(c35);
}

cbuffer cbRadiosityXSC : register(b9)
{
  float4 RadiosityInputSliceTexScaleBias : packoffset(c0);
  float4 RadiosityInputSlicePosScaleBias : packoffset(c1);
  float4 RadiosityOutputSliceTexScaleBias : packoffset(c2);
  float4 RadiosityOutputSlicePosScaleBias : packoffset(c3);
  float4 RadiosityInputOutputSliceSize : packoffset(c4);
  float4 RadiosityComputeParams : packoffset(c5);
}

Texture2D<float4> StereoParams : register(t125);

void main(
  float4 v0 : TEXCOORD0,
  float4 v1 : TEXCOORD1,
  float4 v2 : TEXCOORD2,
  float4 v3 : TEXCOORD3,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : TEXCOORD1,
  out float4 o2 : SV_Position0)
{
  float4 r0,r1,r2;
  uint4 bitmask;
  o0.zw = v0.zw;
  r0.xy = v0.xy * float2(9.960938e-001,9.960938e-001) + float2(1.953125e-003,1.953125e-003);
  r0.xy = r0.xy * RadiosityInputSliceTexScaleBias.xy + RadiosityInputSliceTexScaleBias.zw;
  o0.xy = r0.xy;
  r0.z = 1.275000000e+002 * v3.w;
  r0.z = frac(r0.z);
  r0.z = 2.500000000e-001 < r0.z;
  r1.xyz = v1.xyz * v1.xyz;
  r1.xyz = r0.zzz ? float3(1.000000e+000,1.000000e+000,1.000000e+000) : r1.xyz;
  r0.z = 5.882353056e-003 < v3.w;
  r0.w = 1.600000000e+001 * v1.w;
  r0.z = r0.z ? 1.000000000e+000 : r0.w;
  r1.xyz = r1.xyz * r0.zzz;
  r0.z = v2.x * v2.x;
  r0.z = 4.000000000e+000 * r0.z;
  r1.xyz = r1.xyz * r0.zzz;
  r2.xyz = v3.xyz * v3.xyz;
  r1.xyz = r2.xyz * r1.xyz;
  o1.xyz = EmissiveSurfaceMultiplier.xxx * r1.xyz;
  o1.w = 0.000000000e+000;
  o2.x = r0.x * 2.000000000e+000 + -1.000000000e+000;
  o2.y = -r0.y * 2.000000000e+000 + 1.000000000e+000;
  o2.zw = float2(0.000000e+000,1.000000e+000);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions: 
//
// cbuffer cbDefaultXSC
// {
//
//   float4x4 ViewProj;                 // Offset:    0 Size:    64 [unused]
//   float4x4 ViewMatrix;               // Offset:   64 Size:    64 [unused]
//   float4x4 SecondaryProj;            // Offset:  128 Size:    64 [unused]
//   float4x4 SecondaryViewProj;        // Offset:  192 Size:    64 [unused]
//   float4x4 SecondaryInvViewProj;     // Offset:  256 Size:    64 [unused]
//   float4 ConstantColour;             // Offset:  320 Size:    16 [unused]
//   float4 Time;                       // Offset:  336 Size:    16 [unused]
//   float4 CameraPosition;             // Offset:  352 Size:    16 [unused]
//   float4 InvProjectionParams;        // Offset:  368 Size:    16 [unused]
//   float4 SecondaryInvProjectionParams;// Offset:  384 Size:    16 [unused]
//   float4 ShaderDebugParams;          // Offset:  400 Size:    16 [unused]
//   float4 ToneMappingDebugParams;     // Offset:  416 Size:    16 [unused]
//   float4 HDR_EncodeScale2;           // Offset:  432 Size:    16 [unused]
//   float4 EmissiveSurfaceMultiplier;  // Offset:  448 Size:    16
//   float4 AlphaLight_OffsetScale;     // Offset:  464 Size:    16 [unused]
//   float4 TessellationScaleFactor;    // Offset:  480 Size:    16 [unused]
//   float4 FogNearColour;              // Offset:  496 Size:    16 [unused]
//   float4 FogFarColour;               // Offset:  512 Size:    16 [unused]
//   float4 FogParams;                  // Offset:  528 Size:    16 [unused]
//   float4 AdvanceEnvironmentShaderDebugParams;// Offset:  544 Size:    16 [unused]
//   float4 SMAA_RTMetrics;             // Offset:  560 Size:    16 [unused]
//
// }
//
// cbuffer cbRadiosityXSC
// {
//
//   float4 RadiosityInputSliceTexScaleBias;// Offset:    0 Size:    16
//   float4 RadiosityInputSlicePosScaleBias;// Offset:   16 Size:    16 [unused]
//   float4 RadiosityOutputSliceTexScaleBias;// Offset:   32 Size:    16 [unused]
//   float4 RadiosityOutputSlicePosScaleBias;// Offset:   48 Size:    16 [unused]
//   float4 RadiosityInputOutputSliceSize;// Offset:   64 Size:    16 [unused]
//   float4 RadiosityComputeParams;     // Offset:   80 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cbDefaultXSC                      cbuffer      NA          NA    0        1
// cbRadiosityXSC                    cbuffer      NA          NA    9        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xyzw        2     NONE   float   x   
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[29], immediateIndexed
dcl_constantbuffer cb9[1], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.x
dcl_input v3.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 3
mov o0.zw, v0.zzzw
mad r0.xy, v0.xyxx, l(0.996094, 0.996094, 0.000000, 0.000000), l(0.001953, 0.001953, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, cb9[0].xyxx, cb9[0].zwzz
mov o0.xy, r0.xyxx
mul r0.z, v3.w, l(127.500000)
frc r0.z, r0.z
lt r0.z, l(0.250000), r0.z
mul r1.xyz, v1.xyzx, v1.xyzx
movc r1.xyz, r0.zzzz, l(1.000000,1.000000,1.000000,0), r1.xyzx
lt r0.z, l(0.005882), v3.w
mul r0.w, v1.w, l(16.000000)
movc r0.z, r0.z, l(1.000000), r0.w
mul r1.xyz, r0.zzzz, r1.xyzx
mul r0.z, v2.x, v2.x
mul r0.z, r0.z, l(4.000000)
mul r1.xyz, r0.zzzz, r1.xyzx
mul r2.xyz, v3.xyzx, v3.xyzx
mul r1.xyz, r1.xyzx, r2.xyzx
mul o1.xyz, r1.xyzx, cb0[28].xxxx
mov o1.w, l(0)
mad o2.x, r0.x, l(2.000000), l(-1.000000)
mad o2.y, -r0.y, l(2.000000), l(1.000000)
mov o2.zw, l(0,0,0,1.000000)
ret 
// Approximately 24 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
