// ---- Created with 3Dmigoto v1.3.16 on Tue Mar 01 01:23:02 2022
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[3];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[128];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : COLOR0,
  float4 v2 : ORIGINAL_POSITION0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v4.xy * v4.zw;
  r0.x = t2.Sample(s2_s, r0.xy).x;
  r0.y = max(0, r0.x);
  r0.y = log2(r0.y);
  r0.zw = cb1[119].zw * v0.xy;
  
  if (v0.w==1) {
  r0.z-=stereo.x*IniParams[20].x*0.5;
  }
  
  r1.xy = cb1[119].zw * cb1[118].xy;
  r0.zw = r0.zw / r1.xy;
  r1.xy = cb2[2].xy * cb1[127].zz;
  r1.xy = -r1.xy;
  r1.z = 0;
  r1.yw = r1.zy + r0.zw;
  r0.zw = r0.zw * float2(6,6) + r1.zx;
  r2.xyz = t0.Sample(s0_s, r0.zw).xyz;
  r0.z = t1.Sample(s1_s, r1.yw).x;
  r1.xyzw = r0.zzzz * float4(-0.529999971,-0.504510045,-0.200841993,5) + float4(0.75,0.565168023,0.200841993,1);
  r0.y = r1.w * r0.y;
  r0.y = exp2(r0.y);
  r0.x = r2.x * r0.x;
  r2.xyz = float3(2.5,2.5,2.5) * r2.xyz;
  r1.xyz = r2.xyz * r1.xyz + r1.xyz;
  r1.xyz = cb2[1].xyz + r1.xyz;
  r1.xyz = max(float3(0,0,0), r1.xyz);
  r0.x = cb2[2].z * r0.y + r0.x;
  r0.x = saturate(v1.w * r0.x);
  r0.xyz = r1.xyz * r0.xxx;
  r0.xyz = v1.xyz * r0.xyz;
  r1.xyz = log2(r0.xyz);
  r1.xyz = cb0[2].xxx * r1.xyz;
  r2.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r2.xyz = exp2(r2.xyz);
  r2.xyz = r2.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  r3.xyz = float3(12.9200001,12.9200001,12.9200001) * r1.xyz;
  r1.xyz = cmp(r1.xyz >= float3(0.00313066994,0.00313066994,0.00313066994));
  r1.xyz = r1.xyz ? r2.xyz : r3.xyz;
  r0.w = cmp(cb0[2].y != 1.000000);
  o0.xyz = r0.www ? r1.xyz : r0.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Tue Mar 01 01:23:02 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float
// TEXCOORD                 0   xy          3     NONE   float
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
//
//
// 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[3], immediateIndexed
dcl_constantbuffer cb1[128], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 4
mul r0.xy, v4.zwzz, v4.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s2
max r0.y, r0.x, l(0.000000)
log r0.y, r0.y
mul r0.zw, v0.xxxy, cb1[119].zzzw
mul r1.xy, cb1[118].xyxx, cb1[119].zwzz
div r0.zw, r0.zzzw, r1.xxxy
mul r1.xy, cb1[127].zzzz, cb2[2].xyxx
mov r1.xy, -r1.xyxx
mov r1.z, l(0)
add r1.yw, r0.zzzw, r1.zzzy
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 6.000000, 6.000000), r1.zzzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.zwzz, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r0.z, r1.ywyy, t1.yzxw, s1
mad r1.xyzw, r0.zzzz, l(-0.530000, -0.504510045, -0.200842, 5.000000), l(0.750000, 0.565168, 0.200842, 1.000000)
mul r0.y, r0.y, r1.w
exp r0.y, r0.y
mul r0.x, r0.x, r2.x
mul r2.xyz, r2.xyzx, l(2.500000, 2.500000, 2.500000, 0.000000)
mad r1.xyz, r2.xyzx, r1.xyzx, r1.xyzx
add r1.xyz, r1.xyzx, cb2[1].xyzx
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r0.x, cb2[2].z, r0.y, r0.x
mul_sat r0.x, r0.x, v1.w
mul r0.xyz, r0.xxxx, r1.xyzx
mul r0.xyz, r0.xyzx, v1.xyzx
log r1.xyz, r0.xyzx
mul r1.xyz, r1.xyzx, cb0[2].xxxx
mul r2.xyz, r1.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r1.xyz, r1.xyzx
exp r2.xyz, r2.xyzx
mad r2.xyz, r2.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
mul r3.xyz, r1.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000)
ge r1.xyz, r1.xyzx, l(0.00313066994, 0.00313066994, 0.00313066994, 0.000000)
movc r1.xyz, r1.xyzx, r2.xyzx, r3.xyzx
ne r0.w, cb0[2].y, l(1.000000)
movc o0.xyz, r0.wwww, r1.xyzx, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 0 instruction slots used

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