//Triangle Strategy vignette from the options.
// ---- Created with 3Dmigoto v1.3.16 on Sat Nov 26 11:45:02 2022
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[3];
}

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;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams90 = IniParams.Load(int2(90,0));
  
  r0.xy = asuint(cb0[37].xy);
  r0.xy = v0.xy + -r0.xy;
  
  
  
  r0.xy = cb0[38].zw * r0.xy;
  
  //Stereoized vignette.
  r0.x-=stereo.x*0.5;
  
  r0.z = t0.Sample(s0_s, r0.xy).x;
  
  if (iniparams90.y==1) {
    r0.z = 0;
  }
  
  r0.x+=stereo.x*0.5;
  
  r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
  r0.xyw = t1.Sample(s1_s, r0.xy).xyz;
  r1.x = log2(r0.z);
  r0.z = cmp(0 >= r0.z);
  r1.x = cb1[2].x * r1.x;
  r1.x = exp2(r1.x);
  r1.x = cb1[2].y * r1.x;
  r0.z = r0.z ? 0 : r1.x;
  r1.xyz = float3(1,1,1) + -r0.xyw;
  r1.xyz = -r1.xyz * float3(2,3.0769136,5) + -r0.xyw;
  r1.xyz = float3(1,1,1) + r1.xyz;
  r0.xyz = r0.zzz * r1.xyz + r0.xyw;
  r1.xyz = cb1[1].xyz + -r0.xyz;
  r0.xyz = cb1[2].zzz * 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 Nov 26 11:45:02 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[3], 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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 2
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mul r0.xy, r0.xyxx, cb0[38].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t0.yzxw, s0
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyw, r0.xyxx, t1.xywz, s1
log r1.x, r0.z
ge r0.z, l(0.000000), r0.z
mul r1.x, r1.x, cb1[2].x
exp r1.x, r1.x
mul r1.x, r1.x, cb1[2].y
movc r0.z, r0.z, l(0), r1.x
add r1.xyz, -r0.xywx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r1.xyz, -r1.xyzx, l(2.000000, 3.07691360, 5.000000, 0.000000), -r0.xywx
add r1.xyz, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.xyz, r0.zzzz, r1.xyzx, r0.xywx
add r1.xyz, -r0.xyzx, cb1[1].xyzx
mad r0.xyz, cb1[2].zzzz, 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

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