// Planar reflection fix from Helifax.

cbuffer cbDefaultPSC : register(b2)
{
  float4x4 AlphaLight_WorldtoClipMatrix : packoffset(c0);
  float4x4 AlphaLight_CliptoWorldMatrix : packoffset(c4);
  float4x4 ProjectorMatrix : packoffset(c8);
  float4x4 MotionBlurCurrInvViewProjection : packoffset(c12);
  float4x4 MotionBlurPrevViewProjection : packoffset(c16);
  float4x4 MotionBlurPrevSecViewProjection : packoffset(c20);
  float4x4 Spotlight0_Transform : packoffset(c24);
  float4 TextureAnimation : packoffset(c28);
  float4 AmbientDiffuse : packoffset(c29);
  float4 EnvironmentDebugParams : packoffset(c30);
  float4 ShadowFilterESMWeights : packoffset(c31);
  float4 LegacyDofParams : packoffset(c32);
  float4 OnePixelStepForS0 : packoffset(c33);
  float4 RenderTargetSize : packoffset(c34);
  float4 ModelTrackerID : packoffset(c35);
  float4 Sharpness_Bloom_Controls : packoffset(c36);
  float4 Blur_Direction : packoffset(c37);
  float4 LightMeterDebugParams : packoffset(c38);
  float4 SourceResolution : packoffset(c39);
  float4 HDR_EncodeScale : packoffset(c40);
  float4 OutputGamma : packoffset(c41);
  float4 AlphaLight_ScaleParams : packoffset(c42);
  float4 WrinkleMapWeights[6] : packoffset(c43);
  float4 RadiosityCubeMapIdx : packoffset(c49);
  float4 HairShadingParams[8] : packoffset(c50);
  float4 SkinShadingParams : packoffset(c58);
  float4 HDR_EncodeScale3 : packoffset(c59);
  float4 ScreenResolution[4] : packoffset(c60);
  float4 VelocityParams : packoffset(c64);
  float4 DeferredConstColor : packoffset(c65);
  float4 Spotlight0_Shadow_Params : packoffset(c66);
  float4 Spotlight0_ShadowMapDimensions : packoffset(c67);
  float4 ShadowFilterType : packoffset(c68);
  float4 Spotlight0_ReverseZPerspective : packoffset(c69);
  float4 SpacesuitVisorParams : packoffset(c70);
  float4 Directional_Light_Colour : packoffset(c71);
  float4 Directional_Light_Direction : packoffset(c72);
  float4 EnvironmentMap_Params : packoffset(c73);
  float4 Spotlight0_Shadow_Bias_GoboScale : packoffset(c74);
  float4 ScreenSpaceLightShaftParams1 : packoffset(c75);
  float4 ScreenSpaceLightShaftParams2 : packoffset(c76);
  float4 ScreenSpaceLightPosition : packoffset(c77);
  float4 LensAndScreenCenter : packoffset(c78);
  float4 ScaleAndScaleIn : packoffset(c79);
  float4 HmdWarpParam : packoffset(c80);
  float4 ChromAbParam : packoffset(c81);
  float4 SMAA_SubsampleIndices : packoffset(c82);
}

cbuffer cbUbershaderXSC : register(b5)
{
  float4 rp_parameter_vs[32] : packoffset(c0);
  float4 rp_parameter_ps[32] : packoffset(c32);
}
SamplerState DIFFUSE_MAP_SAMPLER_SMP_s : register(s0);
SamplerState SPECULAR_MAP_SAMPLER_SMP_s : register(s1);
SamplerState reflectionSamplerReg_SMP_s : register(s7);
SamplerState g_smp_fresnel_lut_SMP_s : register(s11);
Texture2D<float4> DIFFUSE_MAP_SAMPLER_TEX : register(t0);
Texture2D<float4> SPECULAR_MAP_SAMPLER_TEX : register(t1);
Texture2D<float4> reflectionSamplerReg_TEX : register(t7);
Texture3D<float4> g_smp_fresnel_lut_TEX : register(t11);

Texture2D<float4> StereoParams : register(t125);

void main(
  float4 v0 : TEXCOORD0,
  float4 v1 : TEXCOORD1,
  float4 v2 : TEXCOORD2,
  float4 v3 : TEXCOORD3,
  float4 v4 : SV_Position0,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1,
  out float4 o2 : SV_Target2,
  out float4 o3 : SV_Target3)
{
  float4 r0,r1,r2;
  uint4 bitmask;
  r0.xy = float2(1.000000e-003,1.000000e-003) * v4.xy;
  r0.zw = v4.xy * float2(1.000000e-003,1.000000e-003) + -v1.xx;
  r0.x = dot(r0.zw, r0.xy);
  r0.x = exp2(r0.x);
  r0.x = 1.000000000e+004 * r0.x;
  r0.x = frac(r0.x);
  r0.x = 1.400000000e+003 * r0.x;
  r0.x = frac(r0.x);
  r0.y = dot(v3.xyz, v3.xyz);
  r0.y = rsqrt(r0.y);
  r0.yzw = v3.xyz * r0.yyy;
  r1.x = dot(v0.xyz, v0.xyz);
  r1.x = rsqrt(r1.x);
  r1.xyz = v0.xyz * r1.xxx;
  r0.y = dot(r1.xyz, r0.yzw);
  o1.xyz = r1.xyz * float3(5.000000e-001,5.000000e-001,5.000000e-001) + float3(5.000000e-001,5.000000e-001,5.000000e-001);
  r1.x = saturate(r0.y);
  r0.y = -abs(-r0.y) * abs(r0.y) + 1.000000000e+000;
  r0.y = max(r0.y, 0.000000000e+000);
  r0.y = sqrt(r0.y);
  r0.y = 6.666666865e-001 * r0.y;
  r0.y = -r0.y * r0.y + 1.000000000e+000;
  r0.y = sqrt(r0.y);
  r0.y = 1.000000e+000 / r0.y;
  r0.y = -1.000000000e+000 + r0.y;
  r0.y = r0.y * 5.000000000e-001 + 1.000000000e+000;
  r0.zw = rp_parameter_ps[2].xx * v1.xy;
  r0.zw = SPECULAR_MAP_SAMPLER_TEX.Sample(SPECULAR_MAP_SAMPLER_SMP_s, r0.zw).xy;
  r1.z = rp_parameter_ps[0].w * r0.z;
  r0.z = rp_parameter_ps[2].y * r0.w;
  r1.y = min(r0.z, 9.959999919e-001);
  r0.zw = g_smp_fresnel_lut_TEX.SampleLevel(g_smp_fresnel_lut_SMP_s, r1.xyz, 0.000000000e+000).xy;
  r0.z = r0.z * r0.z;
  r0.w = r0.w * r0.w + -r0.z;
  r0.z = saturate(rp_parameter_ps[0].x * r0.w + r0.z);
  r0.x = r0.x * 2.499999944e-003 + r0.z;
  r0.x = min(r0.x, 1.000000000e+000);
  r0.z = max(r1.y, 0.000000000e+000);
  o3.x = r1.y;
  r0.z = 1.000000000e+000 + -r0.z;
  r0.z = r0.z * 7.500000000e-001 + 7.812500000e-003;
  r0.z = log2(r0.z);
  r0.z = 6.666666508e+000 + r0.z;
  r1.xy = v4.xy / ScreenResolution[0].xy;

// Helifax: Other Planar Reflection fix on some surfaces  
  float4 stereo = StereoParams.Load(0);
float C = stereo.y;
// r3.x += stereo.x * (-v3.w * 0.5 - C)/2;  
// r3.x += stereo.x * (-v3.w * C /(1.0+0.5 * C) - C)/2;  
// r3.x += stereo.x * (-v3.w /(1.0+0.5 * v3.w) - stereo.y)/2;  
r1.x += stereo.x * (-v3.w /(1+1.8 * v3.w) - C)*(3.05/(0.5+2.2*C))/2;  
  
  r1.z = 1.000000000e+000 + -r1.x;
  r1.xyz = reflectionSamplerReg_TEX.SampleLevel(reflectionSamplerReg_SMP_s, r1.zy, r0.z).xyz;
  r1.xyz = HDR_EncodeScale.www * r1.xyz;
  r1.xyz = r1.xyz * r0.xxx;
  r1.xyz = rp_parameter_ps[0].yyy * r1.xyz;
  r1.xyz = HDR_EncodeScale3.xxx * r1.xyz;
  r0.z = max(r1.y, r1.x);
  r0.w = max(r1.z, 1.000000047e-003);
  r0.z = max(r0.w, r0.z);
  r0.z = min(r0.z, 1.000000000e+000);
  r0.z = 2.550000000e+002 * r0.z;
  r0.z = ceil(r0.z);
  r0.z = 3.921568859e-003 * r0.z;
  o0.xyz = r1.xyz / r0.zzz;
  o3.z = r0.z;
  r0.z = 3.921568859e-003 * RadiosityCubeMapIdx.x;
  r1.xy = float2(2.559961e+002,2.559961e+002) * v1.zw;
  r1.xy = trunc(r1.xy);
  r1.zw = v1.zw * float2(2.559961e+002,2.559961e+002) + -r1.xy;
  r2.xyzw = float4(1.003922e+000,1.003922e+000,3.921569e-003,3.921569e-003) * r1.zwxy;
  r0.w = 0.000000000e+000 < RadiosityCubeMapIdx.y;
  o0.w = r0.w ? r0.z : r2.x;
  r1.xyz = r0.www ? float3(0.000000e+000,0.000000e+000,0.000000e+000) : r2.yzw;
  o1.w = r1.x;
  r0.zw = rp_parameter_ps[0].zz * v1.xy;
  r2.xyz = DIFFUSE_MAP_SAMPLER_TEX.Sample(DIFFUSE_MAP_SAMPLER_SMP_s, r0.zw).xyz;
  r2.xyz = r2.xyz * r2.xyz;
  r2.xyz = rp_parameter_ps[1].xyz * r2.xyz;
  r2.xyz = v2.xyz * r2.xyz;
  r2.xyz = log2(r2.xyz);
  r0.yzw = r2.xyz * r0.yyy;
  r0.yzw = exp2(r0.yzw);
  r1.x = 1.000000000e+000 + -r0.x;
  r0.x = sqrt(r0.x);
  o3.y = -r0.x * 5.000000000e-001 + 5.000000000e-001;
  r0.xyz = r0.yzw * r1.xxx + float3(1.000000e-019,1.000000e-019,1.000000e-019);
  r0.xyz = float3(5.000000e-001,5.000000e-001,5.000000e-001) * r0.xyz;
  r0.xyz = min(r0.xyz, float3(1.000000e+000,1.000000e+000,1.000000e+000));
  o2.xyz = sqrt(r0.xyz);
  o2.w = r1.y;
  o3.w = r1.z;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions: 
//
// cbuffer cbDefaultPSC
// {
//
//   float4x4 AlphaLight_WorldtoClipMatrix;// Offset:    0 Size:    64 [unused]
//   float4x4 AlphaLight_CliptoWorldMatrix;// Offset:   64 Size:    64 [unused]
//   float4x4 ProjectorMatrix;          // Offset:  128 Size:    64 [unused]
//   float4x4 MotionBlurCurrInvViewProjection;// Offset:  192 Size:    64 [unused]
//   float4x4 MotionBlurPrevViewProjection;// Offset:  256 Size:    64 [unused]
//   float4x4 MotionBlurPrevSecViewProjection;// Offset:  320 Size:    64 [unused]
//   float4x4 Spotlight0_Transform;     // Offset:  384 Size:    64 [unused]
//   float4 TextureAnimation;           // Offset:  448 Size:    16 [unused]
//   float4 AmbientDiffuse;             // Offset:  464 Size:    16 [unused]
//   float4 EnvironmentDebugParams;     // Offset:  480 Size:    16 [unused]
//   float4 ShadowFilterESMWeights;     // Offset:  496 Size:    16 [unused]
//   float4 LegacyDofParams;            // Offset:  512 Size:    16 [unused]
//   float4 OnePixelStepForS0;          // Offset:  528 Size:    16 [unused]
//   float4 RenderTargetSize;           // Offset:  544 Size:    16 [unused]
//   float4 ModelTrackerID;             // Offset:  560 Size:    16 [unused]
//   float4 Sharpness_Bloom_Controls;   // Offset:  576 Size:    16 [unused]
//   float4 Blur_Direction;             // Offset:  592 Size:    16 [unused]
//   float4 LightMeterDebugParams;      // Offset:  608 Size:    16 [unused]
//   float4 SourceResolution;           // Offset:  624 Size:    16 [unused]
//   float4 HDR_EncodeScale;            // Offset:  640 Size:    16
//   float4 OutputGamma;                // Offset:  656 Size:    16 [unused]
//   float4 AlphaLight_ScaleParams;     // Offset:  672 Size:    16 [unused]
//   float4 WrinkleMapWeights[6];       // Offset:  688 Size:    96 [unused]
//   float4 RadiosityCubeMapIdx;        // Offset:  784 Size:    16
//   float4 HairShadingParams[8];       // Offset:  800 Size:   128 [unused]
//   float4 SkinShadingParams;          // Offset:  928 Size:    16 [unused]
//   float4 HDR_EncodeScale3;           // Offset:  944 Size:    16
//   float4 ScreenResolution[4];        // Offset:  960 Size:    64
//   float4 VelocityParams;             // Offset: 1024 Size:    16 [unused]
//   float4 DeferredConstColor;         // Offset: 1040 Size:    16 [unused]
//   float4 Spotlight0_Shadow_Params;   // Offset: 1056 Size:    16 [unused]
//   float4 Spotlight0_ShadowMapDimensions;// Offset: 1072 Size:    16 [unused]
//   float4 ShadowFilterType;           // Offset: 1088 Size:    16 [unused]
//   float4 Spotlight0_ReverseZPerspective;// Offset: 1104 Size:    16 [unused]
//   float4 SpacesuitVisorParams;       // Offset: 1120 Size:    16 [unused]
//   float4 Directional_Light_Colour;   // Offset: 1136 Size:    16 [unused]
//   float4 Directional_Light_Direction;// Offset: 1152 Size:    16 [unused]
//   float4 EnvironmentMap_Params;      // Offset: 1168 Size:    16 [unused]
//   float4 Spotlight0_Shadow_Bias_GoboScale;// Offset: 1184 Size:    16 [unused]
//   float4 ScreenSpaceLightShaftParams1;// Offset: 1200 Size:    16 [unused]
//   float4 ScreenSpaceLightShaftParams2;// Offset: 1216 Size:    16 [unused]
//   float4 ScreenSpaceLightPosition;   // Offset: 1232 Size:    16 [unused]
//   float4 LensAndScreenCenter;        // Offset: 1248 Size:    16 [unused]
//   float4 ScaleAndScaleIn;            // Offset: 1264 Size:    16 [unused]
//   float4 HmdWarpParam;               // Offset: 1280 Size:    16 [unused]
//   float4 ChromAbParam;               // Offset: 1296 Size:    16 [unused]
//   float4 SMAA_SubsampleIndices;      // Offset: 1312 Size:    16 [unused]
//
// }
//
// cbuffer cbUbershaderXSC
// {
//
//   float4 rp_parameter_vs[32];        // Offset:    0 Size:   512 [unused]
//   float4 rp_parameter_ps[32];        // Offset:  512 Size:   512
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DIFFUSE_MAP_SAMPLER_SMP           sampler      NA          NA    0        1
// SPECULAR_MAP_SAMPLER_SMP          sampler      NA          NA    1        1
// reflectionSamplerReg_SMP          sampler      NA          NA    7        1
// g_smp_fresnel_lut_SMP             sampler      NA          NA   11        1
// DIFFUSE_MAP_SAMPLER_TEX           texture  float4          2d    0        1
// SPECULAR_MAP_SAMPLER_TEX          texture  float4          2d    1        1
// reflectionSamplerReg_TEX          texture  float4          2d    7        1
// g_smp_fresnel_lut_TEX             texture  float4          3d   11        1
// cbDefaultPSC                      cbuffer      NA          NA    2        1
// cbUbershaderXSC                   cbuffer      NA          NA    5        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyz 
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xyzw        2     NONE   float   xyz 
// TEXCOORD                 3   xyzw        3     NONE   float   xyz 
// SV_Position              0   xyzw        4      POS   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
// SV_Target                2   xyzw        2   TARGET   float   xyzw
// SV_Target                3   xyzw        3   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[61], immediateIndexed
dcl_constantbuffer cb5[35], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s7, mode_default
dcl_sampler s11, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture3d (float,float,float,float) t11
dcl_input_ps linear v0.xyz
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps_siv linear noperspective v4.xy, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 3
mul r0.xy, v4.xyxx, l(0.001000, 0.001000, 0.000000, 0.000000)
mad r0.zw, v4.xxxy, l(0.000000, 0.000000, 0.001000, 0.001000), -v1.xxxx
dp2 r0.x, r0.zwzz, r0.xyxx
exp r0.x, r0.x
mul r0.x, r0.x, l(10000.000000)
frc r0.x, r0.x
mul r0.x, r0.x, l(1400.000000)
frc r0.x, r0.x
dp3 r0.y, v3.xyzx, v3.xyzx
rsq r0.y, r0.y
mul r0.yzw, r0.yyyy, v3.xxyz
dp3 r1.x, v0.xyzx, v0.xyzx
rsq r1.x, r1.x
mul r1.xyz, r1.xxxx, v0.xyzx
dp3 r0.y, r1.xyzx, r0.yzwy
mad o1.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mov_sat r1.x, r0.y
mad r0.y, -|r0.y|, |r0.y|, l(1.000000)
max r0.y, r0.y, l(0.000000)
sqrt r0.y, r0.y
mul r0.y, r0.y, l(0.666667)
mad r0.y, -r0.y, r0.y, l(1.000000)
sqrt r0.y, r0.y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.y, r0.y, l(-1.000000)
mad r0.y, r0.y, l(0.500000), l(1.000000)
mul r0.zw, v1.xxxy, cb5[34].xxxx
sample_indexable(texture2d)(float,float,float,float) r0.zw, r0.zwzz, t1.zwxy, s1
mul r1.z, r0.z, cb5[32].w
mul r0.z, r0.w, cb5[34].y
min r1.y, r0.z, l(0.996000)
sample_l_indexable(texture3d)(float,float,float,float) r0.zw, r1.xyzx, t11.zwxy, s11, l(0.000000)
mul r0.z, r0.z, r0.z
mad r0.w, r0.w, r0.w, -r0.z
mad_sat r0.z, cb5[32].x, r0.w, r0.z
mad r0.x, r0.x, l(0.002500), r0.z
min r0.x, r0.x, l(1.000000)
max r0.z, r1.y, l(0.000000)
mov o3.x, r1.y
add r0.z, -r0.z, l(1.000000)
mad r0.z, r0.z, l(0.750000), l(0.007813)
log r0.z, r0.z
add r0.z, r0.z, l(6.666667)
div r1.xy, v4.xyxx, cb2[60].xyxx
add r1.z, -r1.x, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r1.zyzz, t7.xyzw, s7, r0.z
mul r1.xyz, r1.xyzx, cb2[40].wwww
mul r1.xyz, r0.xxxx, r1.xyzx
mul r1.xyz, r1.xyzx, cb5[32].yyyy
mul r1.xyz, r1.xyzx, cb2[59].xxxx
max r0.z, r1.y, r1.x
max r0.w, r1.z, l(0.001000)
max r0.z, r0.w, r0.z
min r0.z, r0.z, l(1.000000)
mul r0.z, r0.z, l(255.000000)
round_pi r0.z, r0.z
mul r0.z, r0.z, l(0.003922)
div o0.xyz, r1.xyzx, r0.zzzz
mov o3.z, r0.z
mul r0.z, cb2[49].x, l(0.003922)
mul r1.xy, v1.zwzz, l(255.996094, 255.996094, 0.000000, 0.000000)
round_z r1.xy, r1.xyxx
mad r1.zw, v1.zzzw, l(0.000000, 0.000000, 255.996094, 255.996094), -r1.xxxy
mul r2.xyzw, r1.zwxy, l(1.003922, 1.003922, 0.003922, 0.003922)
lt r0.w, l(0.000000), cb2[49].y
movc o0.w, r0.w, r0.z, r2.x
movc r1.xyz, r0.wwww, l(0,0,0,0), r2.yzwy
mov o1.w, r1.x
mul r0.zw, v1.xxxy, cb5[32].zzzz
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.zwzz, t0.xyzw, s0
mul r2.xyz, r2.xyzx, r2.xyzx
mul r2.xyz, r2.xyzx, cb5[33].xyzx
mul r2.xyz, r2.xyzx, v2.xyzx
log r2.xyz, r2.xyzx
mul r0.yzw, r0.yyyy, r2.xxyz
exp r0.yzw, r0.yyzw
add r1.x, -r0.x, l(1.000000)
sqrt r0.x, r0.x
mad o3.y, -r0.x, l(0.500000), l(0.500000)
mad r0.xyz, r0.yzwy, r1.xxxx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
min r0.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
sqrt o2.xyz, r0.xyzx
mov o2.w, r1.y
mov o3.w, r1.z
ret 
// Approximately 86 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
