//Image blur PS. Depth aware.
// ---- Created with 3Dmigoto v1.3.16 on Thu Dec 15 21:40:15 2022
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb12 : register(b12)
{
  float4 cb12[272];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[3];
}




// 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,r4,r12;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  if (iniparams10.z==1) {
    discard;
  }
  
  r0.xy = trunc(v0.xy);
  r0.zw = cb12[271].xx * r0.xy;
  r1.xy = (uint2)r0.zw;
  r1.zw = float2(0,0);
  r0.z = t1.Load(r1.xyz).x;
  r0.w = cmp(r0.z >= v0.z);
  if (r0.w != 0) {
    if (-1 != 0) discard;
  }
  r0.w = r0.z * cb12[22].x + cb12[22].y;
  r0.w = r0.w * cb12[21].x + cb12[21].y;
  r0.w = rcp(r0.w);
  r0.w = max(-3.40282347e+38, r0.w);
  r0.w = min(3.40282347e+38, r0.w);
  r1.x = -cb3[0].x + r0.w;
  r1.x = saturate(cb3[0].w * r1.x);
  r1.x = sqrt(r1.x);
  r1.x = saturate(cb3[0].z * r1.x);
  r1.y = cb12[21].x + cb12[21].y;
  r1.y = rcp(r1.y);
  r1.y = max(-3.40282347e+38, r1.y);
  r1.y = min(3.40282347e+38, r1.y);
  r1.y = 0.999000013 * r1.y;
  r0.w = cmp(r0.w >= r1.y);
  
  r12.xyzw = cb12[212].xyzw * r0.yyyy;
  r12.xyzw = cb12[211].xyzw * r0.xxxx + r12.xyzw;
  r12.xyzw = cb12[213].xyzw * r0.zzzz + r12.xyzw;
  r12.xyzw = cb12[214].xyzw + r12.xyzw;
  
  r0.x+=stereo.x*(stereo.y*r12.w-1)*cb12[220].x;
  
  r2.xyzw = cb12[212].xyzw * r0.yyyy;
  r2.xyzw = cb12[211].xyzw * r0.xxxx + r2.xyzw;
  r2.xyzw = cb12[213].xyzw * r0.zzzz + r2.xyzw;
  r2.xyzw = cb12[214].xyzw + r2.xyzw;
  r0.xyz = r2.xyz / r2.www;
  r0.xyz = -cb12[0].xyz + r0.xyz;
  r0.x = dot(r0.xyz, r0.xyz);
  r0.x = rsqrt(r0.x);
  r0.x = r0.z * r0.x + -cb3[2].x;
  r0.x = saturate(-r0.x * cb3[2].y + 1);
  r0.x = r1.x * r0.x;
  r0.x = r0.w ? r0.x : r1.x;
  r0.y = cmp(0.00999999978 >= r0.x);
  if (r0.y != 0) {
    if (-1 != 0) discard;
  }
  r1.xyzw = cb12[271].xxxx * cb12[73].zwzw;
  r2.xyzw = v0.xyxy * r1.zwzw;
  r0.xyzw = r1.xyzw * r0.xxxx;
  r1.xyzw = t0.SampleLevel(s0_s, r2.zw, 0).xyzw;
  r3.xyzw = r0.zwzw * float4(-0.5,-1.5,1.5,-0.5) + r2.zwzw;
  r4.xyzw = t0.SampleLevel(s0_s, r3.xy, 0).xyzw;
  r1.xyzw = r4.xyzw * float4(4,4,4,4) + r1.xyzw;
  r3.xyzw = t0.SampleLevel(s0_s, r3.zw, 0).xyzw;
  r1.xyzw = r3.xyzw * float4(4,4,4,4) + r1.xyzw;
  r3.xyzw = r0.zwzw * float4(0.5,1.5,-1.5,0.5) + r2.zwzw;
  r4.xyzw = t0.SampleLevel(s0_s, r3.xy, 0).xyzw;
  r1.xyzw = r4.xyzw * float4(4,4,4,4) + r1.xyzw;
  r3.xyzw = t0.SampleLevel(s0_s, r3.zw, 0).xyzw;
  r1.xyzw = r3.xyzw * float4(4,4,4,4) + r1.xyzw;
  r3.xyzw = r0.zwzw * float4(-2,-1,1,-2) + r2.zwzw;
  r4.xyzw = t0.SampleLevel(s0_s, r3.xy, 0).xyzw;
  r1.xyzw = r4.xyzw + r1.xyzw;
  r3.xyzw = t0.SampleLevel(s0_s, r3.zw, 0).xyzw;
  r1.xyzw = r3.xyzw + r1.xyzw;
  r0.xyzw = r0.xyzw * float4(2,1,-1,2) + r2.xyzw;
  r2.xyzw = t0.SampleLevel(s0_s, r0.xy, 0).xyzw;
  r1.xyzw = r2.xyzw + r1.xyzw;
  r0.xyzw = t0.SampleLevel(s0_s, r0.zw, 0).xyzw;
  r0.xyzw = r1.xyzw + r0.xyzw;
  r1.x = max(0.00100000005, r0.w);
  r0.xyz = r0.xyz / r1.xxx;
  o0.xyz = float3(0.0416666679,0.0416666679,0.0416666679) * r0.xyz;
  o0.w = saturate(25 * r0.w);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Thu Dec 15 21:40:15 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyz
//
//
// 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 CB3[3], immediateIndexed
dcl_constantbuffer CB12[272], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps_siv linear noperspective v0.xyz, position
dcl_output o0.xyzw
dcl_temps 5
round_z r0.xy, v0.xyxx
mul r0.zw, r0.xxxy, cb12[271].xxxx
ftou r1.xy, r0.zwzz
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.z, r1.xyzw, t1.yzxw
ge r0.w, r0.z, v0.z
if_nz r0.w
  discard_nz l(-1)
endif
mad r0.w, r0.z, cb12[22].x, cb12[22].y
mad r0.w, r0.w, cb12[21].x, cb12[21].y
rcp r0.w, r0.w
max r0.w, r0.w, l(-340282346638528859811704183484516925440.000000)
min r0.w, r0.w, l(340282346638528859811704183484516925440.000000)
add r1.x, r0.w, -cb3[0].x
mul_sat r1.x, r1.x, cb3[0].w
sqrt r1.x, r1.x
mul_sat r1.x, r1.x, cb3[0].z
add r1.y, cb12[21].y, cb12[21].x
rcp r1.y, r1.y
max r1.y, r1.y, l(-340282346638528859811704183484516925440.000000)
min r1.y, r1.y, l(340282346638528859811704183484516925440.000000)
mul r1.y, r1.y, l(0.999000)
ge r0.w, r0.w, r1.y
mul r2.xyzw, r0.yyyy, cb12[212].xyzw
mad r2.xyzw, cb12[211].xyzw, r0.xxxx, r2.xyzw
mad r2.xyzw, cb12[213].xyzw, r0.zzzz, r2.xyzw
add r2.xyzw, r2.xyzw, cb12[214].xyzw
div r0.xyz, r2.xyzx, r2.wwww
add r0.xyz, r0.xyzx, -cb12[0].xyzx
dp3 r0.x, r0.xyzx, r0.xyzx
rsq r0.x, r0.x
mad r0.x, r0.z, r0.x, -cb3[2].x
mad_sat r0.x, -r0.x, cb3[2].y, l(1.000000)
mul r0.x, r0.x, r1.x
movc r0.x, r0.w, r0.x, r1.x
ge r0.y, l(0.010000), r0.x
if_nz r0.y
  discard_nz l(-1)
endif
mul r1.xyzw, cb12[73].zwzw, cb12[271].xxxx
mul r2.xyzw, r1.zwzw, v0.xyxy
mul r0.xyzw, r0.xxxx, r1.xyzw
sample_l_indexable(texture2d)(float,float,float,float) r1.xyzw, r2.zwzz, t0.xyzw, s0, l(0.000000)
mad r3.xyzw, r0.zwzw, l(-0.500000, -1.500000, 1.500000, -0.500000), r2.zwzw
sample_l_indexable(texture2d)(float,float,float,float) r4.xyzw, r3.xyxx, t0.xyzw, s0, l(0.000000)
mad r1.xyzw, r4.xyzw, l(4.000000, 4.000000, 4.000000, 4.000000), r1.xyzw
sample_l_indexable(texture2d)(float,float,float,float) r3.xyzw, r3.zwzz, t0.xyzw, s0, l(0.000000)
mad r1.xyzw, r3.xyzw, l(4.000000, 4.000000, 4.000000, 4.000000), r1.xyzw
mad r3.xyzw, r0.zwzw, l(0.500000, 1.500000, -1.500000, 0.500000), r2.zwzw
sample_l_indexable(texture2d)(float,float,float,float) r4.xyzw, r3.xyxx, t0.xyzw, s0, l(0.000000)
mad r1.xyzw, r4.xyzw, l(4.000000, 4.000000, 4.000000, 4.000000), r1.xyzw
sample_l_indexable(texture2d)(float,float,float,float) r3.xyzw, r3.zwzz, t0.xyzw, s0, l(0.000000)
mad r1.xyzw, r3.xyzw, l(4.000000, 4.000000, 4.000000, 4.000000), r1.xyzw
mad r3.xyzw, r0.zwzw, l(-2.000000, -1.000000, 1.000000, -2.000000), r2.zwzw
sample_l_indexable(texture2d)(float,float,float,float) r4.xyzw, r3.xyxx, t0.xyzw, s0, l(0.000000)
add r1.xyzw, r1.xyzw, r4.xyzw
sample_l_indexable(texture2d)(float,float,float,float) r3.xyzw, r3.zwzz, t0.xyzw, s0, l(0.000000)
add r1.xyzw, r1.xyzw, r3.xyzw
mad r0.xyzw, r0.xyzw, l(2.000000, 1.000000, -1.000000, 2.000000), r2.xyzw
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
add r1.xyzw, r1.xyzw, r2.xyzw
sample_l_indexable(texture2d)(float,float,float,float) r0.xyzw, r0.zwzz, t0.xyzw, s0, l(0.000000)
add r0.xyzw, r0.xyzw, r1.xyzw
max r1.x, r0.w, l(0.001000)
div r0.xyz, r0.xyzx, r1.xxxx
mul o0.xyz, r0.xyzx, l(0.0416666679, 0.0416666679, 0.0416666679, 0.000000)
mul_sat o0.w, r0.w, l(25.000000)
ret
// Approximately 0 instruction slots used

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