//Decals - fixed LOSTI
// ---- Created with 3Dmigoto v1.3.11 on Sun Sep 30 13:05:47 2018
cbuffer cb2 : register(b2)
{
  float4 cb2[21];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[165];
}




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


void main(
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  float3 v2 : NORMAL0,
  float4 v3 : TANGENT0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD2,
  out float3 o3 : TEXCOORD3)
{
  float4 r0,r1,r2,r50;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 stereo = StereoParams.Load(0);
float4 ini = IniParams.Load(0);
float4 tex_filter = IniParams.Load(int2(2,0)).x;
float4 FoodstepCorrection = IniParams.Load(int2(101,0)).w;
float4 BloodDecals = IniParams.Load(int2(60,0)).x;
float4 BloodDecals2 = IniParams.Load(int2(61,0)).x;
float4 castindicator = IniParams.Load(int2(102,0)).w;

  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb1[3].xyzw + r0.xyzw;
  r1.xyzw = cb2[18].xyzw * r0.yyyy;
  r1.xyzw = cb2[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb2[19].xyzw * r0.zzzz + r1.xyzw;
  r1.xyzw = cb2[20].xyzw * r0.wwww + r1.xyzw;
  

//scale this with convergence settings - effect Decals fixed - LOSTI

//FIX LOSTI 01.02.2019

//calculation for the cast decal depth
r50.x=(0.0000003534*(stereo.y*stereo.y*stereo.y*stereo.y*stereo.y))+(-0.0000388771*(stereo.y*stereo.y*stereo.y*stereo.y))+(0.0015894996*(stereo.y*stereo.y*stereo.y))+(-0.0308634586*(stereo.y*stereo.y))+(0.2776782089*stereo.y);
r50.z=(-0.0006250000*stereo.y)+0.0323333333;


//calculation for the blood decal depth
r50.y=0.8647*exp(0.0969*stereo.y)*0.9;




if (r1.w!=1.0)
{
if (FoodstepCorrection.w == 1.0 && castindicator.w==0.0)
{
r1.x += stereo.x*(r1.w-stereo.y);
}

if (FoodstepCorrection.w != 1.0 && tex_filter.x == 2 && castindicator.w==0.0)
{
r1.x += stereo.x*(r1.w-stereo.y);
}


if (castindicator.w==1.0)
{
//cast effect fix - LOSTI

if(tex_filter.x != 2)
{

if(stereo.y<26)
{
r1.x += stereo.x*(r1.w-stereo.y)*r50.x;
}

else if(stereo.y<11)
{
r1.x += stereo.x*(r1.w-stereo.y)*r50.x*1.2;
}

else if(stereo.y>=26 && stereo.y<=30)
{
r1.x += stereo.x*(r1.w-stereo.y)*r50.z*r1.w*1.1;
}
else
{
r1.x += stereo.x*(r1.w-stereo.y)*r50.x;
}

}


if(tex_filter.x == 2)
{
r1.x += stereo.x*(r1.w-stereo.y);
}

else if (BloodDecals.x == 1.0)
{
//Blood Decal Fix 1 - LOSTI
r1.x += (stereo.x*((r1.w-stereo.y)/r1.w)*r50.y);
}

else if (BloodDecals2.x == 1.0)
{
//Blood Decal Fix 2 - LOSTI
r1.x += (stereo.x*((r1.w-stereo.y)/r1.w)*r50.y);
}


}
}

  o0.xyzw = r1.xyzw;

  r1.xy = r1.xy / r1.ww;
  r1.zw = float2(10.5,10.5) + v0.xy;
  r2.x = cmp(0 < cb0[164].y);
  o1.xy = r2.xx ? v1.xy : r1.zw;
  r2.yzw = cb2[10].xyz * r0.yyy;
  r2.yzw = cb2[9].xyz * r0.xxx + r2.yzw;
  r0.xyz = cb2[11].xyz * r0.zzz + r2.yzw;
  r0.xyz = cb2[12].xyz * r0.www + r0.xyz;
  r0.xyz = float3(-1,-1,1) * r0.xyz;
  r1.xzw = cb0[148].xyz * r1.xxx;
  r2.yzw = cb0[147].xyz * -r1.yyy;
  r1.xyz = r1.xzw * cb0[146].yyy + cb0[149].xyz;
  r1.xyz = r2.yzw * cb0[146].xxx + r1.xyz;
  o2.xyz = r2.xxx ? r1.xyz : r0.xyz;
  r0.x = dot(-cb1[1].xyz, -cb1[1].xyz);
  r0.x = rsqrt(r0.x);
  o3.xyz = -cb1[1].xyz * r0.xxx;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sun Sep 30 13:05:47 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
// NORMAL                   0   xyz         2     NONE   float
// TANGENT                  0   xyzw        3     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 2   xyz         2     NONE   float   xyz
// TEXCOORD                 3   xyz         3     NONE   float   xyz
//
vs_4_0
dcl_constantbuffer cb0[165], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[21], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyz
dcl_temps 3
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[3].xyzw
mul r1.xyzw, r0.yyyy, cb2[18].xyzw
mad r1.xyzw, cb2[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[19].xyzw, r0.zzzz, r1.xyzw
mad r1.xyzw, cb2[20].xyzw, r0.wwww, r1.xyzw
mov o0.xyzw, r1.xyzw
div r1.xy, r1.xyxx, r1.wwww
add r1.zw, v0.xxxy, l(0.000000, 0.000000, 0.500000, 0.500000)
lt r2.x, l(0.000000), cb0[164].y
movc o1.xy, r2.xxxx, v1.xyxx, r1.zwzz
mul r2.yzw, r0.yyyy, cb2[10].xxyz
mad r2.yzw, cb2[9].xxyz, r0.xxxx, r2.yyzw
mad r0.xyz, cb2[11].xyzx, r0.zzzz, r2.yzwy
mad r0.xyz, cb2[12].xyzx, r0.wwww, r0.xyzx
mul r0.xyz, r0.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
mul r1.xzw, r1.xxxx, cb0[148].xxyz
mul r2.yzw, -r1.yyyy, cb0[147].xxyz
mad r1.xyz, r1.xzwx, cb0[146].yyyy, cb0[149].xyzx
mad r1.xyz, r2.yzwy, cb0[146].xxxx, r1.xyzx
movc o2.xyz, r2.xxxx, r1.xyzx, r0.xyzx
dp3 r0.x, -cb1[1].xyzx, -cb1[1].xyzx
rsq r0.x, r0.x
mul o3.xyz, r0.xxxx, -cb1[1].xyzx
ret
// Approximately 0 instruction slots used

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