//Shadows PS 3. Medium.
// ---- Created with 3Dmigoto v0.6.163 on Thu Jul 11 23:52:14 2024
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerComparisonState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[25];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[22];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[9];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  float3 v4 : TEXCOORD3,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xyzw = t0.Sample(s1_s, v1.xy).xyzw;
  r0.y = cb0[7].x * r0.x + cb0[7].y;
  r0.y = 1 / r0.y;
  r0.z = r0.x + -r0.y;
  r0.y = cb0[8].w * r0.z + r0.y;
  r0.x = 1 + -r0.x;
  r1.xyz = v4.xyz + -v3.xyz;
  r0.xzw = r0.xxx * r1.xyz + v3.xyz;
  r0.xzw = -v2.xyz * r0.yyy + r0.xzw;
  r1.xyz = v2.xyz * r0.yyy;
  r0.xyz = cb0[8].www * r0.xzw + r1.xyz;
  
  r0.x-=stereo.x*(r0.z-stereo.y)*cb1[10].x;
  
  r1.xyzw = cb1[19].xyzw * r0.yyyy;
  r1.xyzw = cb1[18].xyzw * r0.xxxx + r1.xyzw;
  r0.xyzw = cb1[20].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb1[21].xyzw + r0.xyzw;
  r1.xyz = cb2[9].xyz * r0.yyy;
  r1.xyz = cb2[8].xyz * r0.xxx + r1.xyz;
  r0.xyz = cb2[10].xyz * r0.zzz + r1.xyz;
  r0.xyz = cb2[11].xyz * r0.www + r0.xyz;
  r0.x = t1.SampleCmpLevelZero(s0_s, r0.xy, r0.z).x;
  r0.y = 1 + -cb2[24].x;
  o0.xyzw = r0.xxxx * r0.yyyy + cb2[24].xxxx;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Thu Jul 11 23:52:14 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[9], immediateIndexed
dcl_constantbuffer CB1[22], immediateIndexed
dcl_constantbuffer CB2[25], immediateIndexed
dcl_sampler s0, mode_comparison
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_output o0.xyzw
dcl_temps 2
sample r0.xyzw, v1.xyxx, t0.xyzw, s1
mad r0.y, cb0[7].x, r0.x, cb0[7].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.z, -r0.y, r0.x
mad r0.y, cb0[8].w, r0.z, r0.y
add r0.x, -r0.x, l(1.000000)
add r1.xyz, -v3.xyzx, v4.xyzx
mad r0.xzw, r0.xxxx, r1.xxyz, v3.xxyz
mad r0.xzw, -v2.xxyz, r0.yyyy, r0.xxzw
mul r1.xyz, r0.yyyy, v2.xyzx
mad r0.xyz, cb0[8].wwww, r0.xzwx, r1.xyzx
mul r1.xyzw, r0.yyyy, cb1[19].xyzw
mad r1.xyzw, cb1[18].xyzw, r0.xxxx, r1.xyzw
mad r0.xyzw, cb1[20].xyzw, r0.zzzz, r1.xyzw
add r0.xyzw, r0.xyzw, cb1[21].xyzw
mul r1.xyz, r0.yyyy, cb2[9].xyzx
mad r1.xyz, cb2[8].xyzx, r0.xxxx, r1.xyzx
mad r0.xyz, cb2[10].xyzx, r0.zzzz, r1.xyzx
mad r0.xyz, cb2[11].xyzx, r0.wwww, r0.xyzx
sample_c_lz r0.x, r0.xyxx, t1.xxxx, s0, r0.z
add r0.y, -cb2[24].x, l(1.000000)
mad o0.xyzw, r0.xxxx, r0.yyyy, cb2[24].xxxx
ret
// Approximately 0 instruction slots used

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