//Radial blur PS 1. Real.
// ---- Created with 3Dmigoto v0.6.163 on Fri Aug 22 23:11:19 2025

cbuffer cb_scene : register(b0)
{
  float4x4 view_g : packoffset(c0);
  float4x4 viewInv_g : packoffset(c4);
  float4x4 proj_g : packoffset(c8);
  float4x4 projInv_g : packoffset(c12);
  float4x4 viewProj_g : packoffset(c16);
  float4x4 viewProjInv_g : packoffset(c20);
  float2 vpSize_g : packoffset(c24);
  float2 invVPSize_g : packoffset(c24.z);
  float3 lightColor_g : packoffset(c25);
  float disableMapObjNearFade_g : packoffset(c25.w);
  float3 lightDirection_g : packoffset(c26);
  float gameTime_g : packoffset(c26.w);
  float3 sceneShadowColor_g : packoffset(c27);
  int shadowmapCascadeCount_g : packoffset(c27.w);
  float3 windDirection_g : packoffset(c28);
  float sceneTime_g : packoffset(c28.w);
  float2 lightTileSizeInv_g : packoffset(c29);
  float fogNearDistance_g : packoffset(c29.z);
  float fogFadeRangeInv_g : packoffset(c29.w);
  float3 fogColor_g : packoffset(c30);
  float fogIntensity_g : packoffset(c30.w);
  float fogHeight_g : packoffset(c31);
  float fogHeightRangeInv_g : packoffset(c31.y);
  float windWaveTime_g : packoffset(c31.z);
  float windWaveFrequency_g : packoffset(c31.w);
  uint localLightProbeCount_g : packoffset(c32);
  float lightSpecularGlossiness_g : packoffset(c32.y);
  float lightSpecularIntensity_g : packoffset(c32.z);
  float localShadowResolutionInv_g : packoffset(c32.w);
  float4x4 ditherMtx_g : packoffset(c33);
  float4 lightProbe_g[9] : packoffset(c37);
  float3 chrLightDir_g : packoffset(c46);
  float windForce_g : packoffset(c46.w);
  float4 mapColor_g : packoffset(c47);
  float4 clipPlane_g : packoffset(c48);
  float2 resolutionScaling_g : packoffset(c49);
  float2 invShadowSize_g : packoffset(c49.z);
  float3 chrShadowColor_g : packoffset(c50);
  float shadowFadeNear_g : packoffset(c50.w);
  float4 frustumPlanes_g[6] : packoffset(c51);
  float3 shadowSplitDistance_g : packoffset(c57);
  float shadowFadeRangeInv_g : packoffset(c57.w);
  float4x4 shadowMtx_g[4] : packoffset(c58);
}

cbuffer cb_local : register(b2)
{
  float4x4 prevViewProjInv_g : packoffset(c0);
  float blurScale_g : packoffset(c4);
  float fadeBegin_g : packoffset(c4.y);
  float fadeRangeInv_g : packoffset(c4.z);
  float radialRadius_g : packoffset(c4.w);
  float2 blurCenter_g : packoffset(c5);
  float radialExp_g : packoffset(c5.z);
  float alpha_g : packoffset(c5.w);
  float2 uvClamp_g : packoffset(c6);
}

SamplerState samPoint_s : register(s0);
SamplerState samLinear_s : register(s1);
Texture2D<float4> colorTexture : register(t0);
Texture2D<float4> depthTexture : register(t1);


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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = blurCenter_g.xy + -v1.xy;
  
  r0.x+=stereo.x*0.5;
  
  r0.z = dot(r0.xy, r0.xy);
  r0.w = sqrt(r0.z);
  r0.w = saturate(-radialRadius_g + r0.w);
  r0.w = 1 + -r0.w;
  r0.w = log2(r0.w);
  r0.w = radialExp_g * r0.w;
  r0.w = exp2(r0.w);
  r0.w = 1 + -r0.w;
  r0.w = blurScale_g * r0.w;
  r1.x = cmp(0 < fadeRangeInv_g);
  if (r1.x != 0) {
    r1.y = depthTexture.SampleLevel(samPoint_s, v1.xy, 0).x;
    r1.z = 1;
    r1.w = dot(projInv_g._m22_m32, r1.yz);
    r1.y = dot(projInv_g._m23_m33, r1.yz);
    r1.y = r1.w / r1.y;
    r1.y = -fadeBegin_g + -r1.y;
    r1.y = saturate(fadeRangeInv_g * r1.y);
  } else {
    r1.y = 1;
  }
  r0.z = rsqrt(r0.z);
  r0.xy = r0.xy * r0.zz;
  r0.xy = r0.xy * r0.ww;
  r2.xyz = colorTexture.SampleLevel(samLinear_s, v1.xy, 0).xyz;
  r3.y = 1;
  r4.w = 100;
  r5.xyz = r2.xyz;
  r5.w = 1;
  r0.z = 0;
  while (true) {
    r0.w = cmp((uint)r0.z >= 16);
    if (r0.w != 0) break;
    r0.w = (int)r0.z + 1;
    r1.z = (uint)r0.w;
    r1.z = 0.0625 * r1.z;
    r1.zw = r1.zz * r0.xy + v1.xy;
    r1.zw = min(uvClamp_g.xy, r1.zw);
    if (r1.x != 0) {
      r3.x = depthTexture.SampleLevel(samPoint_s, r1.zw, 0).x;
      r2.w = dot(projInv_g._m22_m32, r3.xy);
      r3.x = dot(projInv_g._m23_m33, r3.xy);
      r2.w = r2.w / r3.x;
      r2.w = cmp(fadeBegin_g >= -r2.w);
      if (r2.w != 0) {
        r0.z = r0.w;
        continue;
      }
    }
    r3.xzw = colorTexture.SampleLevel(samLinear_s, r1.zw, 0).xyz;
    r4.xyz = float3(100,100,100) * r3.xzw;
    r5.xyzw = r5.xyzw + r4.xyzw;
    r0.z = r0.w;
  }
  o0.xyz = r5.xyz / r5.www;
  o0.w = alpha_g * r1.y;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Fri Aug 22 23:11:19 2025
//
//
// Buffer Definitions:
//
// cbuffer cb_scene
// {
//
//   float4x4 view_g;                   // Offset:    0 Size:    64 [unused]
//   float4x4 viewInv_g;                // Offset:   64 Size:    64 [unused]
//   float4x4 proj_g;                   // Offset:  128 Size:    64 [unused]
//   float4x4 projInv_g;                // Offset:  192 Size:    64
//   float4x4 viewProj_g;               // Offset:  256 Size:    64 [unused]
//   float4x4 viewProjInv_g;            // Offset:  320 Size:    64 [unused]
//   float2 vpSize_g;                   // Offset:  384 Size:     8 [unused]
//   float2 invVPSize_g;                // Offset:  392 Size:     8 [unused]
//   float3 lightColor_g;               // Offset:  400 Size:    12 [unused]
//   float disableMapObjNearFade_g;     // Offset:  412 Size:     4 [unused]
//   float3 lightDirection_g;           // Offset:  416 Size:    12 [unused]
//   float gameTime_g;                  // Offset:  428 Size:     4 [unused]
//   float3 sceneShadowColor_g;         // Offset:  432 Size:    12 [unused]
//   int shadowmapCascadeCount_g;       // Offset:  444 Size:     4 [unused]
//   float3 windDirection_g;            // Offset:  448 Size:    12 [unused]
//   float sceneTime_g;                 // Offset:  460 Size:     4 [unused]
//   float2 lightTileSizeInv_g;         // Offset:  464 Size:     8 [unused]
//   float fogNearDistance_g;           // Offset:  472 Size:     4 [unused]
//   float fogFadeRangeInv_g;           // Offset:  476 Size:     4 [unused]
//   float3 fogColor_g;                 // Offset:  480 Size:    12 [unused]
//   float fogIntensity_g;              // Offset:  492 Size:     4 [unused]
//   float fogHeight_g;                 // Offset:  496 Size:     4 [unused]
//   float fogHeightRangeInv_g;         // Offset:  500 Size:     4 [unused]
//   float windWaveTime_g;              // Offset:  504 Size:     4 [unused]
//   float windWaveFrequency_g;         // Offset:  508 Size:     4 [unused]
//   uint localLightProbeCount_g;       // Offset:  512 Size:     4 [unused]
//   float lightSpecularGlossiness_g;   // Offset:  516 Size:     4 [unused]
//   float lightSpecularIntensity_g;    // Offset:  520 Size:     4 [unused]
//   float localShadowResolutionInv_g;  // Offset:  524 Size:     4 [unused]
//   float4x4 ditherMtx_g;              // Offset:  528 Size:    64 [unused]
//   float4 lightProbe_g[9];            // Offset:  592 Size:   144 [unused]
//   float3 chrLightDir_g;              // Offset:  736 Size:    12 [unused]
//   float windForce_g;                 // Offset:  748 Size:     4 [unused]
//   float4 mapColor_g;                 // Offset:  752 Size:    16 [unused]
//   float4 clipPlane_g;                // Offset:  768 Size:    16 [unused]
//   float2 resolutionScaling_g;        // Offset:  784 Size:     8 [unused]
//   float2 invShadowSize_g;            // Offset:  792 Size:     8 [unused]
//   float3 chrShadowColor_g;           // Offset:  800 Size:    12 [unused]
//   float shadowFadeNear_g;            // Offset:  812 Size:     4 [unused]
//   float4 frustumPlanes_g[6];         // Offset:  816 Size:    96 [unused]
//   float3 shadowSplitDistance_g;      // Offset:  912 Size:    12 [unused]
//   float shadowFadeRangeInv_g;        // Offset:  924 Size:     4 [unused]
//   float4x4 shadowMtx_g[4];           // Offset:  928 Size:   256 [unused]
//
// }
//
// cbuffer cb_local
// {
//
//   float4x4 prevViewProjInv_g;        // Offset:    0 Size:    64 [unused]
//   float blurScale_g;                 // Offset:   64 Size:     4
//   float fadeBegin_g;                 // Offset:   68 Size:     4
//   float fadeRangeInv_g;              // Offset:   72 Size:     4
//   float radialRadius_g;              // Offset:   76 Size:     4
//   float2 blurCenter_g;               // Offset:   80 Size:     8
//   float radialExp_g;                 // Offset:   88 Size:     4
//   float alpha_g;                     // Offset:   92 Size:     4
//   float2 uvClamp_g;                  // Offset:   96 Size:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samPoint                          sampler      NA          NA    0        1
// samLinear                         sampler      NA          NA    1        1
// colorTexture                      texture  float4          2d    0        1
// depthTexture                      texture  float4          2d    1        1
// cb_scene                          cbuffer      NA          NA    0        1
// cb_local                          cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[16], immediateIndexed
dcl_constantbuffer CB2[7], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 6
add r0.xy, -v1.xyxx, cb2[5].xyxx
dp2 r0.z, r0.xyxx, r0.xyxx
sqrt r0.w, r0.z
add_sat r0.w, r0.w, -cb2[4].w
add r0.w, -r0.w, l(1.000000)
log r0.w, r0.w
mul r0.w, r0.w, cb2[5].z
exp r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
mul r0.w, r0.w, cb2[4].x
lt r1.x, l(0.000000), cb2[4].z
if_nz r1.x
  sample_l_indexable(texture2d)(float,float,float,float) r1.y, v1.xyxx, t1.zxyw, s0, l(0.000000)
  mov r1.z, l(1.000000)
  dp2 r1.w, cb0[14].zwzz, r1.yzyy
  dp2 r1.y, cb0[15].zwzz, r1.yzyy
  div r1.y, r1.w, r1.y
  add r1.y, -r1.y, -cb2[4].y
  mul_sat r1.y, r1.y, cb2[4].z
else
  mov r1.y, l(1.000000)
endif
rsq r0.z, r0.z
mul r0.xy, r0.zzzz, r0.xyxx
mul r0.xy, r0.wwww, r0.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, v1.xyxx, t0.xyzw, s1, l(0.000000)
mov r3.y, l(1.000000)
mov r4.w, l(100.000000)
mov r5.xyz, r2.xyzx
mov r5.w, l(1.000000)
mov r0.z, l(0)
loop
  uge r0.w, r0.z, l(16)
  breakc_nz r0.w
  iadd r0.w, r0.z, l(1)
  utof r1.z, r0.w
  mul r1.z, r1.z, l(0.062500)
  mad r1.zw, r1.zzzz, r0.xxxy, v1.xxxy
  min r1.zw, r1.zzzw, cb2[6].xxxy
  if_nz r1.x
    sample_l_indexable(texture2d)(float,float,float,float) r3.x, r1.zwzz, t1.xyzw, s0, l(0.000000)
    dp2 r2.w, cb0[14].zwzz, r3.xyxx
    dp2 r3.x, cb0[15].zwzz, r3.xyxx
    div r2.w, r2.w, r3.x
    ge r2.w, cb2[4].y, -r2.w
    if_nz r2.w
      mov r0.z, r0.w
      continue
    endif
  endif
  sample_l_indexable(texture2d)(float,float,float,float) r3.xzw, r1.zwzz, t0.xwyz, s1, l(0.000000)
  mul r4.xyz, r3.xzwx, l(100.000000, 100.000000, 100.000000, 0.000000)
  add r5.xyzw, r4.xyzw, r5.xyzw
  mov r0.z, r0.w
endloop
div o0.xyz, r5.xyzx, r5.wwww
mul o0.w, r1.y, cb2[5].w
ret
// Approximately 58 instruction slots used

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