//Octopath Traveler II vignette and chromatic aberration. Temenos chapter 2.
// ---- Created with 3Dmigoto v1.3.16 on Fri Mar 10 17:15:17 2023
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[7];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[1];
}

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,r3,r10,r11;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams90 = IniParams.Load(int2(90,0));
  
  r0.x = 0.100000001 + cb1[0].x;
  r0.x = max(0, r0.x);
  r0.x = min(0.899999976, r0.x);
  r0.yz = asuint(cb0[37].xy);
  r0.yz = v0.xy + -r0.yz;
  r1.xy = r0.yz * cb0[38].zw + -cb2[1].xy;
  
  r10.xyz=r0.xyz;
  r1.x-=stereo.x*0.5;
  r10.y-=stereo.x*0.5/cb0[38].z;
  
  r0.w = dot(r1.xy, r1.xy);
  r0.w = sqrt(r0.w);
  r1.z = r0.w + -r0.x;
  r1.w = cb2[3].x * r1.z;
  r2.x = log2(abs(r1.w));
  r1.w = cmp(0 >= abs(r1.w));
  r2.x = cb2[3].y * r2.x;
  r2.x = exp2(r2.x);
  r2.x = 1 + -r2.x;
  r1.w = r1.w ? 1 : r2.x;
  r1.z = r1.z * r1.w;
  r1.xy = r1.xy / r0.ww;
  r1.xy = r1.zz * r1.xy;
  r1.z = r0.x * r0.w;
  r1.z = cb2[6].x * r1.z;
  r1.xy = r1.xy / r1.zz;
  r1.xy = r0.yz * cb0[38].zw + r1.xy;
  r1.xy = r1.xy * cb0[5].xy + cb0[4].xy;
  r1.xy = max(cb0[6].xy, r1.xy);
  r1.xy = min(cb0[6].zw, r1.xy);
  r2.xyz = t0.Sample(s0_s, r1.xy).xyz;
  r1.xyw = r2.xyz * r1.www;
  r1.xyz = r1.xyw / r1.zzz;
  r1.xyz = r2.xyz + r1.xyz;
  r2.xy = cb0[38].zw * r0.yz;
  r0.yz = r10.yz * cb0[38].zw + float2(-0.5,-0.5);
  r0.y = dot(r0.yz, r0.yz);
  r0.y = sqrt(r0.y);
  r0.y = r0.y / cb2[6].y;
  r0.y = 1 + -r0.y;
  r2.xy = r2.xy * cb0[5].xy + cb0[4].xy;
  r2.xy = max(cb0[6].xy, r2.xy);
  r2.xy = min(cb0[6].zw, r2.xy);
  r2.xyz = t0.Sample(s0_s, r2.xy).xyz;
  r0.z = 1 + -cb1[0].x;
  r1.w = r0.x + -r0.z;
  r0.x = r0.x + r0.z;
  r0.z = cmp(r0.w >= r1.w);
  r1.xyz = r0.zzz ? r1.xyz : r2.xyz;
  r0.z = cmp(r0.w >= r0.x);
  r0.x = r0.w + -r0.x;
  r0.x = cmp(9.99999975e-006 < abs(r0.x));
  r3.xyz = r0.zzz ? r2.xyz : r1.xyz;
  r0.xzw = r0.xxx ? r3.xyz : r1.xyz;
  r1.xyz = r2.xyz + -r0.xzw;
  r1.w = 2.33299994 * r0.y;
  r1.w = r1.w * r1.w;
  r1.w = 1.44269514 * r1.w;
  r1.w = exp2(r1.w);
  r1.w = 1 / r1.w;
  r1.w = 1 + -r1.w;
  r2.x = cmp(r0.y >= 0);
  r0.y = cmp(9.99999975e-006 < abs(r0.y));
  r1.w = r2.x ? r1.w : 0;
  r0.y = r0.y ? r1.w : 0;
  r0.xyz = r0.yyy * r1.xyz + r0.xzw;
  r1.xyz = cb2[4].xyz + -r0.xyz;
  r0.xyz = cb2[6].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 Fri Mar 10 17:15:17 2023
//
//
// 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[1], immediateIndexed
dcl_constantbuffer cb2[7], 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 4
add r0.x, cb1[0].x, l(0.100000)
max r0.x, r0.x, l(0.000000)
min r0.x, r0.x, l(0.900000)
utof r0.yz, cb0[37].xxyx
add r0.yz, -r0.yyzy, v0.xxyx
mad r1.xy, r0.yzyy, cb0[38].zwzz, -cb2[1].xyxx
dp2 r0.w, r1.xyxx, r1.xyxx
sqrt r0.w, r0.w
add r1.z, -r0.x, r0.w
mul r1.w, r1.z, cb2[3].x
log r2.x, |r1.w|
ge r1.w, l(0.000000), |r1.w|
mul r2.x, r2.x, cb2[3].y
exp r2.x, r2.x
add r2.x, -r2.x, l(1.000000)
movc r1.w, r1.w, l(1.000000), r2.x
mul r1.z, r1.w, r1.z
div r1.xy, r1.xyxx, r0.wwww
mul r1.xy, r1.xyxx, r1.zzzz
mul r1.z, r0.w, r0.x
mul r1.z, r1.z, cb2[6].x
div r1.xy, r1.xyxx, r1.zzzz
mad r1.xy, r0.yzyy, cb0[38].zwzz, r1.xyxx
mad r1.xy, r1.xyxx, cb0[5].xyxx, cb0[4].xyxx
max r1.xy, r1.xyxx, cb0[6].xyxx
min r1.xy, r1.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.xyxx, t0.xyzw, s0
mul r1.xyw, r1.wwww, r2.xyxz
div r1.xyz, r1.xywx, r1.zzzz
add r1.xyz, r1.xyzx, r2.xyzx
mul r2.xy, r0.yzyy, cb0[38].zwzz
mad r0.yz, r0.yyzy, cb0[38].zzwz, l(0.000000, -0.500000, -0.500000, 0.000000)
dp2 r0.y, r0.yzyy, r0.yzyy
sqrt r0.y, r0.y
div r0.y, r0.y, cb2[6].y
add r0.y, -r0.y, l(1.000000)
mad r2.xy, r2.xyxx, cb0[5].xyxx, cb0[4].xyxx
max r2.xy, r2.xyxx, cb0[6].xyxx
min r2.xy, r2.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t0.xyzw, s0
add r0.z, -cb1[0].x, l(1.000000)
add r1.w, -r0.z, r0.x
add r0.x, r0.z, r0.x
ge r0.z, r0.w, r1.w
movc r1.xyz, r0.zzzz, r1.xyzx, r2.xyzx
ge r0.z, r0.w, r0.x
add r0.x, -r0.x, r0.w
lt r0.x, l(0.000010), |r0.x|
movc r3.xyz, r0.zzzz, r2.xyzx, r1.xyzx
movc r0.xzw, r0.xxxx, r3.xxyz, r1.xxyz
add r1.xyz, -r0.xzwx, r2.xyzx
mul r1.w, r0.y, l(2.333000)
mul r1.w, r1.w, r1.w
mul r1.w, r1.w, l(1.44269514)
exp r1.w, r1.w
div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.w
add r1.w, -r1.w, l(1.000000)
ge r2.x, r0.y, l(0.000000)
lt r0.y, l(0.000010), |r0.y|
and r1.w, r1.w, r2.x
and r0.y, r0.y, r1.w
mad r0.xyz, r0.yyyy, r1.xyzx, r0.xzwx
add r1.xyz, -r0.xyzx, cb2[4].xyzx
mad r0.xyz, cb2[6].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

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