//Radial blur PS 1.
// ---- Created with geo-11 v0.6.198 on Fri Aug 29 00:26:37 2025
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

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 : TEXCOORD0,
  nointerpolation float2 v2 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  v1.x-=stereo.x*0.5;
  
  r0.xy = -cb0[0].yz + v1.xy;
  
  //r0.x-=stereo.x*0.5;
  
  r0.xy = cb0[2].xy * r0.xy;
  r0.zw = cb0[0].yz + -v1.xy;
  r0.zw = cb0[2].xy * r0.zw + v1.xy;
  
  r0.z+=stereo.x*0.5;
  
  r1.xyzw = float4(0,0,0,0);
  while (true) {
    r2.x = cmp((int)r1.w >= asint(cb0[1].z));
    if (r2.x != 0) break;
    r2.x = (int)r1.w;
    r2.xy = -v2.xy * r2.xx + float2(1,1);
    r2.xy = r0.xy * r2.xy + r0.zw;
    r2.xyzw = t0.Sample(s0_s, r2.xy).xyzw;
    r1.xyz = r2.xyz + r1.xyz;
    r1.w = (int)r1.w + 1;
  }
  r0.x = asint(cb0[1].z);
  r0.x = 1 / r0.x;
  o0.xyz = r1.xyz * r0.xxx;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Fri Aug 29 00:26:37 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_input_ps constant v2.xy
dcl_output o0.xyzw
dcl_temps 3
add r0.xy, v1.xyxx, -cb0[0].yzyy
mul r0.xy, r0.xyxx, cb0[2].xyxx
add r0.zw, -v1.xxxy, cb0[0].yyyz
mad r0.zw, cb0[2].xxxy, r0.zzzw, v1.xxxy
mov r1.xyzw, l(0,0,0,0)
loop
  ige r2.x, r1.w, cb0[1].z
  breakc_nz r2.x
  itof r2.x, r1.w
  mad r2.xy, -v2.xyxx, r2.xxxx, l(1.000000, 1.000000, 0.000000, 0.000000)
  mad r2.xy, r0.xyxx, r2.xyxx, r0.zwzz
  sample r2.xyzw, r2.xyxx, t0.xyzw, s0
  add r1.xyz, r1.xyzx, r2.xyzx
  iadd r1.w, r1.w, l(1)
endloop
itof r0.x, cb0[1].z
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
mul o0.xyz, r0.xxxx, r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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