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- Shader hash 1be87932-1bb0e34f-1d7a50ff-7b5007d5
- ps_5_0
- dcl_globalFlags refactoringAllowed
- dcl_constantbuffer cb0[4], immediateIndexed
- dcl_constantbuffer cb2[21], immediateIndexed
- dcl_constantbuffer cb1[5], immediateIndexed
- dcl_sampler sampler0 (s0), mode_default
- dcl_resource_texture2d (float,float,float,float) texture_Diffuse (t1)
- dcl_resource_texture2d (float,float,float,float) texture_Specular (t2)
- dcl_resource_texture2d (float,float,float,float) texture_Texture3 (t3)
- dcl_input_ps linear v1.xyz
- dcl_input_ps linear v2.xyz
- dcl_input_ps linear v3.xyz
- dcl_input_ps linear v4.xyz
- dcl_input_ps linear v5.xy
- dcl_output o0.xyzw
- dcl_output o1.xyzw
- dcl_output o2.xyzw
- dcl_output o3.xyzw
- dcl_temps 3
- 0: mul r0.xy, v5.xyxx, external_NormalTiling.xyxx
- 1: sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, texture_Texture3.xywz, sampler0
- 2: mul r0.x, r0.z, r0.x
- 3: mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
- 4: dp2 r0.w, r0.xyxx, r0.xyxx
- 5: add r0.w, -r0.w, l(1.000000)
- 6: max r0.w, r0.w, l(0)
- 7: sqrt r0.z, r0.w
- 8: dp3 r1.x, r0.xyzx, v2.xyzx
- 9: dp3 r1.y, r0.xyzx, v3.xyzx
- 10: dp3 r1.z, r0.xyzx, v4.xyzx
- 11: dp3 r0.x, r1.xyzx, r1.xyzx
- 12: rsq r0.x, r0.x
- 13: mul r0.xyz, r0.xxxx, r1.xyzx
- 14: mad o0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
- 15: add r1.x, -external_SmoothnessRegular.x, external_SmoothnessMasked.x
- 16: sample_indexable(texture2d)(float,float,float,float) r1.yz, v5.xyxx, texture_Specular.xyzw, sampler0
- 17: mad o0.w, r1.z, r1.x, external_SmoothnessRegular.x
- 18: add r1.xzw, -v1.xxyz, cameraPos.xxyz
- 19: dp3 r2.x, r1.xzwx, r1.xzwx
- 20: rsq r2.x, r2.x
- 21: mul r1.xzw, r1.xxzw, r2.xxxx
- 22: dp3 r1.x, r0.xyzx, r1.xzwx
- 23: add r1.x, -r1.x, l(1.001000)
- 24: mul r1.z, r1.x, r1.x
- 25: mul_sat r1.x, r1.z, r1.x
- 26: mad r1.x, r1.x, l(4.500000), l(0.500000)
- 27: mad r1.x, r1.y, r1.x, external_PickupSpec.x
- 28: sqrt o1.w, r1.x
- 29: sample_indexable(texture2d)(float,float,float,float) r1.xyz, v5.xyxx, texture_Diffuse.xyzw, sampler0
- 30: mul r1.xyz, r1.xyzx, external_DiffuseDarkening.xyzx
- 31: sqrt o1.xyz, r1.xyzx
- 32: mov r0.w, l(1.000000)
- 33: dp4 o2.x, r0.xyzw, lightProbeShO.xyzw
- 34: mov o2.yzw, l(0.000000, 0.000000, 0.011765, 0.000000)
- 35: dp4 r1.x, r0.xyzw, lightProbeShR.xyzw
- 36: dp4 r1.y, r0.xyzw, lightProbeShG.xyzw
- 37: dp4 r1.z, r0.xyzw, lightProbeShB.xyzw
- 38: max r0.xyz, r1.xyzx, l(0, 0, 0, 0)
- 39: mul r0.xyz, r0.xyzx, l(0.125000, 0.125000, 0.125000, 0.000000)
- 40: max r0.w, r0.y, r0.x
- 41: max r1.x, r0.z, l(0.000001)
- 42: max r0.w, r0.w, r1.x
- 43: min r0.w, r0.w, l(1.000000)
- 44: mul r0.w, r0.w, l(255.000000)
- 45: round_pi r0.w, r0.w
- 46: mul r0.w, r0.w, l(0.003922)
- 47: div o3.xyz, r0.xyzx, r0.wwww
- 48: mov o3.w, r0.w
- 49: ret
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