//Desert heatwave PS 1 (battle).
// ---- Created with 3Dmigoto v1.3.16 on Mon Jun 21 19:56:48 2021
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

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[7];
}




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


void main(
  linear centroid float4 v0 : TEXCOORD10,
  linear centroid float4 v1 : TEXCOORD11,
  float4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD6,
  float4 v4 : SV_Position0,
  uint v5 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v2.xy * v1.ww;
  r0.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
  r0.xy = float2(3,2) * r0.xy;
  r0.x = t0.Sample(s0_s, r0.xy).x;
  r0.yz = float2(0.0101739997,0.622119009) * v2.xy;
  r0.z = cb1[127].z * 0.0250000004 + r0.z;
  r0.y = t1.Sample(s1_s, r0.yz).x;
  r0.x = r0.x * r0.y;
  r0.y = 1 + -v2.y;
  r0.z = max(0, r0.y);
  r0.z = log2(r0.z);
  r0.z = 1.75 * r0.z;
  r0.z = exp2(r0.z);
  r0.x = r0.z * r0.x;
  r0.z = max(0, r0.x);
  r1.xyz = r0.xxx * cb1[123].www + cb1[123].xyz;
  r0.x = rsqrt(r0.z);
  r0.x = 1 / r0.x;
  r0.x = r0.x * 0.0199999809 + 1;
  r0.z = 1 + -r0.x;
  r2.xy = cb1[119].zw * v4.xy;
  
  r2.x-=stereo.x*(1-stereo.y*r0.z)*0.5;
  
  r0.w = t2.Sample(s2_s, r2.xy).x;
  r0.y = r0.w * r0.y;
  r0.x = r0.y * r0.z + r0.x;
  r0.x = -1 + r0.x;
  r0.yzw = v1.zxy * v0.yzx;
  r0.yzw = v1.yzx * v0.zxy + -r0.yzw;
  r0.yzw = v1.www * r0.yzw;
  r0.yzw = r1.yyy * r0.yzw;
  r0.yzw = r1.xxx * v0.xyz + r0.yzw;
  r0.yzw = r1.zzz * v1.xyz + r0.yzw;
  r1.xyz = cb1[9].xyz * r0.zzz;
  r1.xyz = r0.yyy * cb1[8].xyz + r1.xyz;
  r0.yzw = r0.www * cb1[10].xyz + r1.xyz;
  r0.w = dot(r0.yzw, r0.yzw);
  r0.w = rsqrt(r0.w);
  r0.yz = r0.yz * r0.ww;
  r0.xy = r0.yz * r0.xx;
  r0.z = dot(r0.xy, r0.xy);
  r0.z = -9.99999975e-006 + r0.z;
  r0.z = cmp(r0.z < 0);
  if (r0.z != 0) discard;
  r0.w = cb0[6].y * cb0[6].x;
  r0.z = cb0[6].x;
  r0.zw = cb0[6].zw * r0.zw;
  r0.xy = r0.zw * r0.xy;
  r0.zw = -cb1[117].xy + v4.xy;
  r0.zw = r0.zw * cb1[118].zw + float2(-0.5,-0.5);
  r1.xy = v4.ww * r0.zw;
  r1.z = v4.w;
  r1.xyw = float3(2,-2,1) * r1.xyz;
  r0.zw = r1.xy / r1.ww;
  r0.zw = r0.zw * cb1[54].xy + cb1[54].wz;
  r0.zw = r0.xy * float2(0.000230000005,-0.000230000005) + r0.zw;
  r0.xy = float2(0.000230000005,-0.000230000005) * r0.xy;
  r0.z = t3.SampleLevel(s3_s, r0.zw, 0).x;
  r0.w = r0.z * cb1[53].z + -cb1[53].w;
  r0.z = r0.z * cb1[53].x + cb1[53].y;
  r0.w = 1 / r0.w;
  r0.z = r0.z + r0.w;
  r0.z = -r1.z * 1 + r0.z;
  r0.w = -0.5 * cb2[2].x;
  r0.w = min(50, abs(r0.w));
  r0.w = max(1, r0.w);
  r0.w = 1 / r0.w;
  r0.z = saturate(r0.z * r0.w + -cb2[2].x);
  r0.xy = r0.xy * r0.zz;
  r0.xy = float2(4,4) * r0.xy;
  r0.zw = min(float2(0,0), r0.xy);
  o0.xy = max(float2(0,0), r0.xy);
  o0.zw = -r0.zw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Mon Jun 21 19:56:48 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float   xyz
// TEXCOORD                11   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 6   xyzw        3     NONE   float
// SV_Position              0   xyzw        4      POS   float   xy w
// SV_IsFrontFace           0   x           5    FFACE    uint
//
//
// 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[7], 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_sampler s3, 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_resource_texture2d (float,float,float,float) t3
dcl_input_ps linear centroid v0.xyz
dcl_input_ps linear centroid v1.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps_siv linear noperspective v4.xyw, position
dcl_output o0.xyzw
dcl_temps 3
mul r0.xy, v1.wwww, v2.xyxx
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, l(3.000000, 2.000000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0
mul r0.yz, v2.xxyx, l(0.000000, 0.010174, 0.622119, 0.000000)
mad r0.z, cb1[127].z, l(0.025000), r0.z
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t1.yxzw, s1
mul r0.x, r0.y, r0.x
add r0.y, -v2.y, l(1.000000)
max r0.z, r0.y, l(0.000000)
log r0.z, r0.z
mul r0.z, r0.z, l(1.750000)
exp r0.z, r0.z
mul r0.x, r0.x, r0.z
max r0.z, r0.x, l(0.000000)
mad r1.xyz, r0.xxxx, cb1[123].wwww, cb1[123].xyzx
rsq r0.x, r0.z
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
mad r0.x, r0.x, l(0.0199999809), l(1.000000)
add r0.z, -r0.x, l(1.000000)
mul r2.xy, v4.xyxx, cb1[119].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t2.yzwx, s2
mul r0.y, r0.y, r0.w
mad r0.x, r0.y, r0.z, r0.x
add r0.x, r0.x, l(-1.000000)
mul r0.yzw, v0.yyzx, v1.zzxy
mad r0.yzw, v1.yyzx, v0.zzxy, -r0.yyzw
mul r0.yzw, r0.yyzw, v1.wwww
mul r0.yzw, r0.yyzw, r1.yyyy
mad r0.yzw, r1.xxxx, v0.xxyz, r0.yyzw
mad r0.yzw, r1.zzzz, v1.xxyz, r0.yyzw
mul r1.xyz, r0.zzzz, cb1[9].xyzx
mad r1.xyz, r0.yyyy, cb1[8].xyzx, r1.xyzx
mad r0.yzw, r0.wwww, cb1[10].xxyz, r1.xxyz
dp3 r0.w, r0.yzwy, r0.yzwy
rsq r0.w, r0.w
mul r0.yz, r0.wwww, r0.yyzy
mul r0.xy, r0.xxxx, r0.yzyy
dp2 r0.z, r0.xyxx, r0.xyxx
add r0.z, r0.z, l(-0.000010)
lt r0.z, r0.z, l(0.000000)
discard_nz r0.z
mul r0.w, cb0[6].x, cb0[6].y
mov r0.z, cb0[6].x
mul r0.zw, r0.zzzw, cb0[6].zzzw
mul r0.xy, r0.xyxx, r0.zwzz
add r0.zw, v4.xxxy, -cb1[117].xxxy
mad r0.zw, r0.zzzw, cb1[118].zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r1.xy, r0.zwzz, v4.wwww
mov r1.z, v4.w
mul r1.xyw, r1.xyxz, l(2.000000, -2.000000, 0.000000, 1.000000)
div r0.zw, r1.xxxy, r1.wwww
mad r0.zw, r0.zzzw, cb1[54].xxxy, cb1[54].wwwz
mad r0.zw, r0.xxxy, l(0.000000, 0.000000, 0.000230, -0.000230), r0.zzzw
mul r0.xy, r0.xyxx, l(0.000230, -0.000230, 0.000000, 0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t3.yzxw, s3, l(0.000000)
mad r0.w, r0.z, cb1[53].z, -cb1[53].w
mad r0.z, r0.z, cb1[53].x, cb1[53].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
add r0.z, r0.w, r0.z
mad r0.z, -r1.z, l(1.000000), r0.z
mul r0.w, cb2[2].x, l(-0.500000)
min r0.w, |r0.w|, l(50.000000)
max r0.w, r0.w, l(1.000000)
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mad_sat r0.z, r0.z, r0.w, -cb2[2].x
mul r0.xy, r0.zzzz, r0.xyxx
mul r0.xy, r0.xyxx, l(4.000000, 4.000000, 0.000000, 0.000000)
min r0.zw, r0.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
max o0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.zw, -r0.zzzw
ret
// Approximately 0 instruction slots used

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