//Triangle strategy heatwave, part 2.
// ---- Created with 3Dmigoto v1.3.16 on Sat Dec 10 18:42:23 2022
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[5];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[1];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[143];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[39];
}




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


void main(
  float4 v0 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = asuint(cb0[37].xy);
  r0.xy = v0.xy + -r0.xy;
  r0.xy = cb0[38].zw * r0.xy;
  
  //if (r0.x+stereo.x*0.5>0 && r0.x+stereo.x*0.5<1) {
  //r0.x+=stereo.x*0.5;
  //} else if (r0.x-stereo.x*0.5>0 && r0.x-stereo.x*0.5<1) {
  ////r0.x-=stereo.x*0.5;
  //}
  
  r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
  r0.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.w = cb3[4].x * cb1[142].w;
  r0.w = 6.28318548 * r0.w;
  r0.w = sin(r0.w);
  r1.x = cb3[4].y + -cb3[4].z;
  r0.w = r0.w * r1.x + cb3[4].z;
  r1.xyz = cb3[2].xyz * cb2[0].yyy;
  r1.xyz = r1.xyz * r0.www;
  r2.xyz = saturate(r1.xyz);
  r0.xyz = cb1[135].zzz * r0.xyz + r2.xyz;
  r0.w = max(8, cb2[0].z);
  r0.w = min(10, r0.w);
  r0.w = 10 / r0.w;
  r0.xyz = r1.xyz * r0.www + r0.xyz;
  r1.xyz = cb3[3].xyz + -r0.xyz;
  r0.xyz = cb3[4].www * r1.xyz + r0.xyz;
  r0.xyz = max(float3(0,0,0), r0.xyz);
  o0.xyz = cb1[135].yyy * r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sat Dec 10 18:42:23 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   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[39], immediateIndexed
dcl_constantbuffer cb1[143], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 3
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mul r0.xy, r0.xyxx, cb0[38].zwzz
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mul r0.w, cb1[142].w, cb3[4].x
mul r0.w, r0.w, l(6.28318548)
sincos r0.w, null, r0.w
add r1.x, -cb3[4].z, cb3[4].y
mad r0.w, r0.w, r1.x, cb3[4].z
mul r1.xyz, cb2[0].yyyy, cb3[2].xyzx
mul r1.xyz, r0.wwww, r1.xyzx
mov_sat r2.xyz, r1.xyzx
mad r0.xyz, cb1[135].zzzz, r0.xyzx, r2.xyzx
max r0.w, cb2[0].z, l(8.000000)
min r0.w, r0.w, l(10.000000)
div r0.w, l(10.000000), r0.w
mad r0.xyz, r1.xyzx, r0.wwww, r0.xyzx
add r1.xyz, -r0.xyzx, cb3[3].xyzx
mad r0.xyz, cb3[4].wwww, r1.xyzx, r0.xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul o0.xyz, r0.xyzx, cb1[135].yyyy
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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