//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);
}

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.x = v6.w * abs(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.x = r0.x * 5.000000075e-002 + r0.y;
r0.y = rp_parameter_ps[0].w * v5.x;
r0.y = 5.000000000e-001 * r0.y;
r0.y = r0.y * r0.w;
r0.x = saturate(r0.x * r0.y);
r1.xyzw = v6.xyzw * v6.xyzw;
r0.yz = saturate(v1.xy);
r0.y = r1.w * r0.y;
r1.xyz = HDR_EncodeScale.zzz * r1.xyz;
r0.y = r0.y * r0.z;
r0.y = rp_parameter_ps[0].y * r0.y;
r0.y = saturate(v0.x * r0.y);
r1.w = r0.y * r0.x;
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   xy
// 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.xy
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
mul r0.x, |r0.x|, v6.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
mad r0.x, r0.x, l(0.050000), r0.y
mul r0.y, v5.x, cb5[32].w
mul r0.y, r0.y, l(0.500000)
mul r0.y, r0.w, r0.y
mul_sat r0.x, r0.y, r0.x
mul r1.xyzw, v6.xyzw, v6.xyzw
mov_sat r0.yz, v1.xxyx
mul r0.y, r0.y, r1.w
mul r1.xyz, r1.xyzx, cb2[40].zzzz
mul r0.y, r0.z, r0.y
mul r0.y, r0.y, cb5[32].y
mul_sat r0.y, r0.y, v0.x
mul r1.w, r0.x, r0.y
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 43 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
