//Fix by mike_ar69
cbuffer cbDefaultVSC: register (b1)
{
  float4x4 ProjMatrix : packoffset(c0);
  float4x4 TextureTransform : packoffset(c4);
  float4x4 InvViewProj : packoffset(c8);
  float4x4 PrevViewProj : packoffset(c12);
  float4x4 PrevSecViewProj : packoffset(c16);
  float4 TextureScaleBias : packoffset(c20);
  float4 RenderTargetSizeVS : packoffset(c21);
  float4 RenderTargetResolutionVS : packoffset(c22);
  float4 MorphTargetParams : packoffset(c23);
  float4 OnePixelStepForS0VS : packoffset(c24);
  float4 ScreenRes[2] : packoffset(c25);
  float4 ClearSurfaceColor : packoffset(c27);
  float4 ClearSurfaceDepth : packoffset(c28);
  float4 VertexDepthClamp : packoffset(c29);
  float4 FlareScreenAspect : packoffset(c30);
  float4 DecalParams : packoffset(c31);
  float4 UserClipPlane0 : packoffset(c32);
  float4 UserClipPlane1 : packoffset(c33);
  float4 UserClipPlane2 : packoffset(c34);
  float4 UserClipPlane3 : packoffset(c35);
  float4 DecalScaleParams : packoffset(c36);
  float4 MipLevel : packoffset(c37);
}
// Pixel shader associated with the 'white-sky' problem in room with looters.
// This is used for some other lighting effect, and we want to keep it enabled.

// This is using Mike's new cb1 reference technique.  Since the VertexShader already
// has cb1 defined, it works to define the same struct here and reference it, because
// it's already live in the pipeline.

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 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 depthSamplerReg_SMP_s : register(s8);
Texture2D<float4> depthSamplerReg_TEX : register(t8);

Texture2D<float4> StereoParams : register(t125);

void main(
float4 v0 : TEXCOORD0,
float4 v1 : TEXCOORD1,
float4 v2 : TEXCOORD2,
float4 v3 : TEXCOORD3,
float4 v4 : TEXCOORD4,
float4 v5 : TEXCOORD5,
float4 v6 : COLOR0,
float4 v7 : SV_Position0,
out float4 o0 : SV_Target0,
out float4 o1 : SV_Target1,
out float4 o2 : SV_Target2)
{
float4 r0,r1,r2;
uint4 bitmask;
r0.xy = v7.xy / ScreenResolution[0].xy;
r0.x = depthSamplerReg_TEX.Sample(depthSamplerReg_SMP_s, r0.xy).x;
r0.y = -r0.x * SecondaryInvProjectionParams.y + SecondaryInvProjectionParams.z;
r0.y = SecondaryInvProjectionParams.x / r0.y;
r0.z = r0.x * InvProjectionParams.y + InvProjectionParams.z;
r0.x = r0.x < 0.000000000e+000;
r0.z = InvProjectionParams.x / r0.z;
r0.yz = max(r0.yz, float2(0.000000e+000,0.000000e+000));
r0.x = r0.x ? r0.y : r0.z;
r0.yzw = v3.xyz / v3.www;
r1.xyz = r0.yzw * r0.xxx + CameraPosition.xyz;

float4 stereo = StereoParams.Load(0);
float4 r25;
r1.w =1.0;

r25.x = dot(r1.xyzw, ViewProj._m00_m10_m20_m30);
r25.y = dot(r1.xyzw, ViewProj._m01_m11_m21_m31);
r25.z = dot(r1.xyzw, ViewProj._m02_m12_m22_m32);
r25.w = dot(r1.xyzw, ViewProj._m03_m13_m23_m33);

r25.x -= stereo.x * (r25.w - stereo.y);

r1.x = dot(r25.xyzw, InvViewProj._m00_m10_m20_m30);
r1.y = dot(r25.xyzw, InvViewProj._m01_m11_m21_m31);
r1.z = dot(r25.xyzw, InvViewProj._m02_m12_m22_m32);
r1.w = dot(r25.xyzw, InvViewProj._m03_m13_m23_m33);

r1.xyzw /= r1.wwww;


r0.x = -v0.w + r0.x;
r0.y = dot(v2.xyz, v4.xyz);
r2.w = -r0.y;
r2.xyz = v2.xyz;
r1.w = 1.000000000e+000;
r0.y = dot(r2.xyzw, r1.xyzw);
r1.xyz = CameraPosition.xyz + -r1.xyz;
r0.y = min(r0.y, 0.000000000e+000);
r0.y = r0.y * r0.y;
r0.z = dot(v2.xyz, r1.xyz);
r0.w = dot(r1.xyz, r1.xyz);
r0.w = sqrt(r0.w);
r0.z = 9.999999975e-007 + abs(r0.z);
r0.y = r0.y / r0.z;
r0.z = v6.w * abs(r0.x);
r0.y = r0.z * 5.000000075e-002 + r0.y;
r0.z = rp_parameter_ps[0].w * v5.x;
r0.z = 5.000000000e-001 * r0.z;
r0.z = r0.z * r0.w;
r0.y = saturate(r0.y * r0.z);
r0.z = rp_parameter_ps[0].x * v1.z;
r0.z = 1.000000000e+001 * r0.z;
r0.x = saturate(abs(r0.x) / r0.z);
r0.x = 1.000000000e+000 + -r0.x;
r0.x = 3.141592741e+000 * r0.x;
r0.x = cos(r0.x);
r0.x = 1.000000000e+000 + r0.x;
r0.z = v6.w * v6.w;
r1.w = r0.x * r0.z;
r1.xyz = v6.xyz;
r2.xyz = v6.xyz;
r2.w = 5.000000000e-001;
r1.xyzw = r2.xyzw * r1.xyzw;
r0.xz = saturate(v1.xy);
r0.x = r1.w * r0.x;
r1.xyz = HDR_EncodeScale.zzz * r1.xyz;
r0.x = r0.x * r0.z;
r0.x = rp_parameter_ps[0].y * r0.x;
r0.x = saturate(v0.x * r0.x);
r1.w = r0.x * r0.y;
o0.xyzw = r1.xyzw * r1.wwww;
o1.xyzw = float4(1.000000e+000,1.000000e+000,0.000000e+000,1.000000e+000);
o2.xyzw = float4(1.000000e+000,0.000000e+000,1.000000e+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
//   float4 InvProjectionParams;        // Offset:  368 Size:    16
//   float4 SecondaryInvProjectionParams;// Offset:  384 Size:    16
//   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 [unused]
//   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 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 [unused]
//   float4 HairShadingParams[8];       // Offset:  800 Size:   128 [unused]
//   float4 SkinShadingParams;          // Offset:  928 Size:    16 [unused]
//   float4 HDR_EncodeScale3;           // Offset:  944 Size:    16 [unused]
//   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
// ------------------------------ ---------- ------- ----------- ---- --------
// depthSamplerReg_SMP               sampler      NA          NA    8        1
// depthSamplerReg_TEX               texture  float4          2d    8        1
// cbDefaultXSC                      cbuffer      NA          NA    0        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   x  w
// TEXCOORD                 1   xyzw        1     NONE   float   xyz
// TEXCOORD                 2   xyzw        2     NONE   float   xyz
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyz
// TEXCOORD                 5   xyzw        5     NONE   float   x
// COLOR                    0   xyzw        6     NONE   float   xyzw
// SV_Position              0   xyzw        7      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
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[25], immediateIndexed
dcl_constantbuffer cb2[61], immediateIndexed
dcl_constantbuffer cb5[33], immediateIndexed
dcl_sampler s8, mode_default
dcl_resource_texture2d (float,float,float,float) t8
dcl_input_ps linear v0.xw
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.x
dcl_input_ps linear v6.xyzw
dcl_input_ps_siv linear noperspective v7.xy, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 3
div r0.xy, v7.xyxx, cb2[60].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t8.xyzw, s8
mad r0.y, -r0.x, cb0[24].y, cb0[24].z
div r0.y, cb0[24].x, r0.y
mad r0.z, r0.x, cb0[23].y, cb0[23].z
lt r0.x, r0.x, l(0.000000)
div r0.z, cb0[23].x, r0.z
max r0.yz, r0.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r0.x, r0.x, r0.y, r0.z
div r0.yzw, v3.xxyz, v3.wwww
mad r1.xyz, r0.yzwy, r0.xxxx, cb0[22].xyzx
add r0.x, r0.x, -v0.w
dp3 r0.y, v2.xyzx, v4.xyzx
mov r2.w, -r0.y
mov r2.xyz, v2.xyzx
mov r1.w, l(1.000000)
dp4 r0.y, r2.xyzw, r1.xyzw
add r1.xyz, -r1.xyzx, cb0[22].xyzx
min r0.y, r0.y, l(0.000000)
mul r0.y, r0.y, r0.y
dp3 r0.z, v2.xyzx, r1.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
sqrt r0.w, r0.w
add r0.z, |r0.z|, l(0.000001)
div r0.y, r0.y, r0.z
mul r0.z, |r0.x|, v6.w
mad r0.y, r0.z, l(0.050000), r0.y
mul r0.z, v5.x, cb5[32].w
mul r0.z, r0.z, l(0.500000)
mul r0.z, r0.w, r0.z
mul_sat r0.y, r0.z, r0.y
mul r0.z, v1.z, cb5[32].x
mul r0.z, r0.z, l(10.000000)
div_sat r0.x, |r0.x|, r0.z
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, l(3.141593)
sincos null, r0.x, r0.x
add r0.x, r0.x, l(1.000000)
mul r0.z, v6.w, v6.w
mul r1.w, r0.z, r0.x
mov r1.xyz, v6.xyzx
mov r2.xyz, v6.xyzx
mov r2.w, l(0.500000)
mul r1.xyzw, r1.xyzw, r2.xyzw
mov_sat r0.xz, v1.xxyx
mul r0.x, r0.x, r1.w
mul r1.xyz, r1.xyzx, cb2[40].zzzz
mul r0.x, r0.z, r0.x
mul r0.x, r0.x, cb5[32].y
mul_sat r0.x, r0.x, v0.x
mul r1.w, r0.y, r0.x
mul o0.xyzw, r1.wwww, r1.xyzw
mov o1.xyzw, l(1.000000,1.000000,0,1.000000)
mov o2.xyzw, l(1.000000,0,1.000000,1.000000)
ret
// Approximately 55 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
