//Decals PS 2.
// ---- Created with 3Dmigoto v1.3.16 on Thu Dec 15 20:30:48 2022
Texture2D<float4> t15 : register(t15);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb6 : register(b6)
{
  float4 cb6[11];
}

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,
  float3 v1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r10,r11,r12;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = cb6[6].w * 0.5 + -0.5;
  r1.xy = (uint2)v0.xy;
  r0.yz = (uint2)r1.xy;
  
  r11.xy=r1.xy;
  r12.xyzw = cb12[212].xyzw * r0.zzzz;
  r12.xyzw = cb12[211].xyzw * r0.yyyy + r12.xyzw;
  r11.zw = float2(0,0);
  r10.y = t15.Load(r11.xyw).x;
  r11.xyz = t2.Load(r11.xyz).xyz;
  r11.xyz = float3(-0.5,-0.5,-0.5) + r11.xyz;
  r12.xyzw = cb12[213].xyzw * r10.yyyy + r12.xyzw;
  r12.xyzw = cb12[214].xyzw + r12.xyzw;
  
  r0.y+=stereo.x*(stereo.y*r12.w-1)*cb12[220].x;
  
  r2.xyzw = cb12[212].xyzw * r0.zzzz;
  r2.xyzw = cb12[211].xyzw * r0.yyyy + r2.xyzw;
  r1.zw = float2(0,0);
  r0.y = t15.Load(r1.xyw).x;
  r1.xyz = t2.Load(r1.xyz).xyz;
  r1.xyz = float3(-0.5,-0.5,-0.5) + r1.xyz;
  r2.xyzw = cb12[213].xyzw * r0.yyyy + r2.xyzw;
  r2.xyzw = cb12[214].xyzw + r2.xyzw;
  r2.xyz = r2.xyz / r2.www;
  r2.w = 1;
  r3.x = dot(r2.xyzw, cb6[0].xyzw);
  r3.y = dot(r2.xyzw, cb6[1].xyzw);
  r3.z = dot(r2.xyzw, cb6[2].xyzw);
  r0.xyz = r3.xyz * cb6[6].www + -r0.xxx;
  r2.xy = -cb6[4].xy;
  r2.z = -0;
  r2.xyz = r2.xyz + r0.xyz;
  r2.xyz = cmp(r2.xyz < float3(0,0,0));
  r0.w = (int)r2.y | (int)r2.x;
  r0.w = (int)r2.z | (int)r0.w;
  if (r0.w != 0) discard;
  r2.xy = cb6[4].zw + -r0.xy;
  r2.z = 1 + -r0.z;
  r2.xyz = cmp(r2.xyz < float3(0,0,0));
  r0.w = (int)r2.y | (int)r2.x;
  r0.w = (int)r2.z | (int)r0.w;
  if (r0.w != 0) discard;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r0.w = dot(v1.xyz, v1.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = v1.xyz * r0.www;
  r0.w = dot(r1.xyz, r2.xyz);
  r0.w = -cb6[6].x + r0.w;
  r0.w = cmp(r0.w < 0);
  if (r0.w != 0) discard;
  r0.z = -0.5 + r0.z;
  r1.xyzw = t0.Sample(s0_s, r0.xy).xyzw;
  r1.xyzw = cb6[7].xyzw * r1.xyzw;
  r0.x = r0.z + r0.z;
  r0.x = 1 + -abs(r0.x);
  r0.x = saturate(abs(cb6[10].x) * r0.x);
  r0.y = cb6[6].y * r1.w;
  o0.xyz = r1.xyz;
  o0.w = r0.y * r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Thu Dec 15 20:30:48 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 1   xyz         1     NONE   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 CB12[215], immediateIndexed
dcl_constantbuffer CB6[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t15
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 4
mad r0.x, cb6[6].w, l(0.500000), l(-0.500000)
ftou r1.xy, v0.xyxx
utof r0.yz, r1.xxyx
mul r2.xyzw, r0.zzzz, cb12[212].xyzw
mad r2.xyzw, cb12[211].xyzw, r0.yyyy, r2.xyzw
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.y, r1.xyww, t15.yxzw
ld_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyzw, t2.xyzw
add r1.xyz, r1.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad r2.xyzw, cb12[213].xyzw, r0.yyyy, r2.xyzw
add r2.xyzw, r2.xyzw, cb12[214].xyzw
div r2.xyz, r2.xyzx, r2.wwww
mov r2.w, l(1.000000)
dp4 r3.x, r2.xyzw, cb6[0].xyzw
dp4 r3.y, r2.xyzw, cb6[1].xyzw
dp4 r3.z, r2.xyzw, cb6[2].xyzw
mad r0.xyz, r3.xyzx, cb6[6].wwww, -r0.xxxx
mov r2.xy, -cb6[4].xyxx
mov r2.z, l(-0.000000)
add r2.xyz, r0.xyzx, r2.xyzx
lt r2.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r2.y, r2.x
or r0.w, r2.z, r0.w
discard_nz r0.w
add r2.xy, -r0.xyxx, cb6[4].zwzz
add r2.z, -r0.z, l(1.000000)
lt r2.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r2.y, r2.x
or r0.w, r2.z, r0.w
discard_nz r0.w
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
dp3 r0.w, v1.xyzx, v1.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, v1.xyzx
dp3 r0.w, r1.xyzx, r2.xyzx
add r0.w, r0.w, -cb6[6].x
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
add r0.z, r0.z, l(-0.500000)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, cb6[7].xyzw
add r0.x, r0.z, r0.z
add r0.x, -|r0.x|, l(1.000000)
mul_sat r0.x, r0.x, |cb6[10].x|
mul r0.y, r1.w, cb6[6].y
mov o0.xyz, r1.xyzx
mul o0.w, r0.x, r0.y
ret
// Approximately 0 instruction slots used

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