//Terrain haloing PS 2.
// ---- Created with 3Dmigoto v1.3.16 on Thu Dec 15 22:28:08 2022
Texture2D<float4> t15 : register(t15);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb12 : register(b12)
{
  float4 cb12[225];
}




// 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 : TEXCOORD0,
  float4 v3 : TEXCOORD2,
  float4 v4 : TEXCOORD3,
  float4 v5 : EXTRA_DATA0,
  float4 v6 : EXTRA_DATA1,
  float4 v7 : EXTRA_DATA2,
  float4 v8 : EXTRA_DATA3,
  float4 v9 : MORE_DATA0,
  float4 v10 : MORE_DATA1,
  float4 v11 : MORE_DATA2,
  float4 v12 : MORE_DATA3,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1)
{
  float4 r0,r1,r2,r10,r11;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = (uint2)v0.xy;
  r0.zw = float2(0,0);
  r0.z = t15.Load(r0.xyz).x;
  r0.xy = (uint2)r0.xy;
  
  r11.xyz = cb12[212].xyw * r0.yyy;
  r10.xyw = cb12[211].xyw * r0.xxx + r11.xyz;
  r10.xyz = cb12[213].xyw * r0.zzz + r10.xyw;
  r10.xyz = cb12[214].xyw + r10.xyz;
  
  r0.x+=stereo.x*(stereo.y*r10.z-1)*cb12[220].x;
  
  r1.xyz = cb12[212].xyw * r0.yyy;
  r0.xyw = cb12[211].xyw * r0.xxx + r1.xyz;
  r0.xyz = cb12[213].xyw * r0.zzz + r0.xyw;
  r0.xyz = cb12[214].xyw + r0.xyz;
  r0.xy = r0.xy / r0.zz;
  r0.xy = -v4.xy + r0.xy;
  r0.x = dot(r0.xy, r0.xy);
  r0.x = sqrt(r0.x);
  r0.x = cmp(v4.w < r0.x);
  if (r0.x != 0) discard;
  r0.xyzw = t0.Sample(s0_s, v2.xy, int2(0, 0)).xyzw;
  r1.xyz = t1.Sample(s1_s, v2.xy, int2(0, 0)).xyz;
  r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r1.w = 1;
  r2.x = dot(r1.xyzw, v5.xyzw);
  r2.y = dot(r1.xyzw, v6.xyzw);
  r2.z = dot(r1.xyzw, v7.xyzw);
  r0.xyzw = v1.xyzw * r0.xyzw;
  r1.xyz = float3(1,1,1) + r2.xyz;
  o1.xyz = float3(0.5,0.5,0.5) * r1.xyz;
  o0.xyzw = r0.xyzw;
  o1.w = r0.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Thu Dec 15 22:28:08 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
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 2   xyz         3     NONE   float
// TEXCOORD                 3   xyzw        4     NONE   float   xy w
// EXTRA_DATA               0   xyzw        5     NONE   float   xyzw
// EXTRA_DATA               1   xyzw        6     NONE   float   xyzw
// EXTRA_DATA               2   xyzw        7     NONE   float   xyzw
// EXTRA_DATA               3   xyzw        8     NONE   float
// MORE_DATA                0   xyzw        9     NONE   float
// MORE_DATA                1   xyzw       10     NONE   float
// MORE_DATA                2   xyzw       11     NONE   float
// MORE_DATA                3   xyzw       12     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB12[215], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, 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) t15
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps linear v4.xyw
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.xyzw
dcl_input_ps linear v7.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_temps 3
ftou r0.xy, v0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.z, r0.xyzw, t15.yzxw
utof r0.xy, r0.xyxx
mul r1.xyz, r0.yyyy, cb12[212].xywx
mad r0.xyw, cb12[211].xyxw, r0.xxxx, r1.xyxz
mad r0.xyz, cb12[213].xywx, r0.zzzz, r0.xywx
add r0.xyz, r0.xyzx, cb12[214].xywx
div r0.xy, r0.xyxx, r0.zzzz
add r0.xy, r0.xyxx, -v4.xyxx
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
lt r0.x, v4.w, r0.x
discard_nz r0.x
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.xyzw, v2.xyxx, t0.xyzw, s0
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r1.xyz, v2.xyxx, t1.xyzw, s1
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, v5.xyzw
dp4 r2.y, r1.xyzw, v6.xyzw
dp4 r2.z, r1.xyzw, v7.xyzw
mul r0.xyzw, r0.xyzw, v1.xyzw
add r1.xyz, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul o1.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mov o0.xyzw, r0.xyzw
mov o1.w, r0.w
ret
// Approximately 0 instruction slots used

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