//Triangle Strategy black circle simulation.
// ---- Created with 3Dmigoto v1.3.16 on Sat Dec 10 12:56:33 2022
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[6];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[131];
}

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,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r20;
  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;
  r0.z = cb1[130].x / cb1[130].y;
  r1.x = 1 / r0.z;
  r1.y = 1;
  
  r20.xyz = r0.xyz;
  r20.x-=stereo.x*(1-stereo.y*0.00035/v0.w)*0.5;
  
  r0.zw = r20.xy / r1.xy;
  r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
  r2.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.xy = float2(0.5,0.5) / r1.xy;
  r0.zw = float2(0.5,0.5) + r0.zw;
  r0.xy = r0.zw + -r0.xy;
  r0.xy = float2(-0.5,-0.5) + r0.xy;
  r0.x = dot(r0.xy, r0.xy);
  r0.x = sqrt(r0.x);
  r0.x = r0.x / cb2[4].w;
  r0.x = 1 + -r0.x;
  r0.y = cb2[5].x * r0.x;
  r0.y = r0.y * r0.y;
  r0.y = 1.44269514 * r0.y;
  r0.y = exp2(r0.y);
  r0.y = 1 / r0.y;
  r0.y = 1 + -r0.y;
  r0.y = saturate(cb2[5].y * r0.y);
  r0.z = cmp(r0.x >= 0);
  r0.x = cmp(9.99999975e-006 < abs(r0.x));
  r0.y = r0.z ? r0.y : 0;
  r0.x = r0.x ? r0.y : 0;
  r0.y = dot(r2.xyz, float3(0.300000012,0.589999974,0.109999999));
  r0.yzw = r0.yyy + -r2.xyz;
  r0.yzw = cb2[4].yyy * r0.yzw + r2.xyz;
  r0.yzw = cb2[4].zzz * r0.yzw;
  r1.xyz = -r0.yzw * cb2[2].xyz + r2.xyz;
  r0.yzw = cb2[2].xyz * r0.yzw;
  r0.xyz = r0.xxx * r1.xyz + r0.yzw;
  r0.xyz = r0.xyz + -r2.xyz;
  r0.xyz = cb2[5].zzz * r0.xyz + r2.xyz;
  r1.xyz = cb2[3].xyz + -r0.xyz;
  r0.xyz = cb2[5].www * r1.xyz + r0.xyz;
  o0.xyz = max(float3(0,0,0), r0.xyz);
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sat Dec 10 12:56:33 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float
//
//
// 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[131], immediateIndexed
dcl_constantbuffer cb2[6], 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
div r0.z, cb1[130].x, cb1[130].y
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mov r1.y, l(1.000000)
div r0.zw, r0.xxxy, r1.xxxy
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
div r0.xy, l(0.500000, 0.500000, 0.000000, 0.000000), r1.xyxx
add r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
add r0.xy, -r0.xyxx, r0.zwzz
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
div r0.x, r0.x, cb2[4].w
add r0.x, -r0.x, l(1.000000)
mul r0.y, r0.x, cb2[5].x
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, l(1.44269514)
exp r0.y, r0.y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.y, -r0.y, l(1.000000)
mul_sat r0.y, r0.y, cb2[5].y
ge r0.z, r0.x, l(0.000000)
lt r0.x, l(0.000010), |r0.x|
and r0.y, r0.y, r0.z
and r0.x, r0.y, r0.x
dp3 r0.y, r2.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
add r0.yzw, -r2.xxyz, r0.yyyy
mad r0.yzw, cb2[4].yyyy, r0.yyzw, r2.xxyz
mul r0.yzw, r0.yyzw, cb2[4].zzzz
mad r1.xyz, -r0.yzwy, cb2[2].xyzx, r2.xyzx
mul r0.yzw, r0.yyzw, cb2[2].xxyz
mad r0.xyz, r0.xxxx, r1.xyzx, r0.yzwy
add r0.xyz, -r2.xyzx, r0.xyzx
mad r0.xyz, cb2[5].zzzz, r0.xyzx, r2.xyzx
add r1.xyz, -r0.xyzx, cb2[3].xyzx
mad r0.xyz, cb2[5].wwww, r1.xyzx, r0.xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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