//Detective vision barrel distortion.
// ---- Created with 3Dmigoto v1.3.16 on Fri Dec 16 17:32:30 2022
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s0_s : register(s0);

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

cbuffer cb3 : register(b3)
{
  float4 cb3[10];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[1];
}




// 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,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v0.xy / cb3[9].xy;
  r0.zw = r0.xy * float2(2,2) + float2(-1,-1);
  r1.yz = abs(r0.zw);
  r0.z = cb3[9].x / cb3[9].y;
  r1.x = r1.y * r0.z;
  r0.zw = -cb3[2].xy + r1.xz;
  r0.zw = saturate(float2(0.555555582,0.555555582) * r0.zw);
  r0.zw = log2(r0.zw);
  r0.zw = float2(2.5,2.5) * r0.zw;
  r0.zw = exp2(r0.zw);
  r0.z = dot(r0.zw, r0.zw);
  r0.z = sqrt(r0.z);
  r0.z = min(1, r0.z);
  r0.z = 1 + -r0.z;
  r0.w = saturate(cb3[6].x);
  r1.xy = saturate(float2(0.0299999993,0.0299999993) + -r0.xy);
  r1.x = r1.x + r1.y;
  r0.xy = saturate(float2(-0.970000029,-0.970000029) + r0.xy);
  r0.x = r1.x + r0.x;
  r0.x = r0.x + r0.y;
  r0.x = 20 * r0.x;
  r0.x = min(1, r0.x);
  r1.xy = v0.xy + v0.xy;
  
  r1.x-=stereo.x*cb12[220].x;
  
  r1.xy = r1.xy / cb3[9].xy;
  r1.xy = float2(-1,-1) + r1.xy;
  r0.y = dot(r1.xy, r1.xy);
  r1.xy = r1.xy * r0.yy;
  r0.y = 0.100000001 * r0.w;
  r1.xy = r1.xy * r0.yy;
  r1.xy = max(float2(-0.400000006,-0.400000006), r1.xy);
  r1.xy = min(float2(0.400000006,0.400000006), r1.xy);
  r1.xy = cb3[1].xx * r1.xy;
  r1.zw = cb3[9].zw * r1.xy;
  r1.zw = v0.xy * cb3[8].zw + -r1.zw;
  r2.xyz = t0.Sample(s0_s, r1.zw).xyz;
  r3.xy = float2(0.5,0.5) * r1.zw;
  r0.y = t2.Sample(s2_s, r3.xy).x;
  r3.xy = r1.zw * float2(0.5,0.5) + float2(0.5,0);
  r2.w = t2.Sample(s2_s, r3.xy).x;
  r2.w = 0.125 * r2.w;
  r3.x = 0.100000001 * cb0[0].x;
  r0.x = 1 + -r0.x;
  r0.xy = float2(0.0299999993,0.125) * r0.xy;
  r3.yzw = float3(0,0,0);
  r4.x = r0.y;
  r4.y = r2.w;
  r4.z = 0;
  while (true) {
    r4.w = cmp((int)r4.z >= 8);
    if (r4.w != 0) break;
    r4.w = (int)r4.z;
    r4.w = r4.w * 0.785374999 + -r3.x;
    sincos(r4.w, r5.x, r6.x);
    r6.y = r5.x;
    r5.xy = r6.xy * r0.xx;
    r5.zw = r5.xy * float2(0.125,0.125) + r1.zw;
    r6.xy = float2(0.5,0.5) * r5.zw;
    r4.w = t2.Sample(s2_s, r6.xy).x;
    r4.x = r4.w * 0.125 + r4.x;
    r5.zw = r5.zw * float2(0.5,0.5) + float2(0.5,0);
    r4.w = t2.Sample(s2_s, r5.zw).x;
    r4.y = r4.w * 0.125 + r4.y;
    r5.xy = r5.xy * r1.xy + r1.zw;
    r5.xyz = t0.Sample(s0_s, r5.xy).xyz;
    r3.yzw = r5.xyz * float3(0.125,0.125,0.125) + r3.yzw;
    r4.z = (int)r4.z + 1;
  }
  r0.xy = cb12[270].xy / cb12[73].xy;
  r0.xy = -r0.xy * float2(-1,1) + r1.zw;
  r0.xy = cb12[271].xx * r0.xy;
  r0.xy = t3.Sample(s0_s, r0.xy).xy;
  r0.xy = saturate(-r0.xy * float2(0.800000012,0.75) + r4.xy);
  r1.x = dot(r3.yzw, float3(0.300000012,0.300000012,0.300000012));
  r1.yzw = r3.yzw + -r1.xxx;
  r1.xyz = r0.zzz * r1.yzw + r1.xxx;
  r1.xyz = r1.xyz * float3(0.600000024,0.600000024,0.600000024) + -r2.xyz;
  r1.xyz = r0.www * r1.xyz + r2.xyz;
  r0.yzw = cb3[4].xyz * r0.yyy;
  r2.xyz = cb3[5].xyz * r0.xxx;
  r0.xyz = r0.yzw * float3(1.20000005,1.20000005,1.20000005) + r2.xyz;
  r2.xyz = saturate(r0.xyz);
  r0.x = saturate(dot(r0.xyz, float3(1,1,1)));
  r0.yzw = r2.xyz + -r1.xyz;
  o0.xyz = r0.xxx * r0.yzw + r1.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Fri Dec 16 17:32:30 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
//
//
// 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 CB0[1], immediateIndexed
dcl_constantbuffer CB3[10], immediateIndexed
dcl_constantbuffer CB12[272], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s2, 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) t3
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 7
div r0.xy, v0.xyxx, cb3[9].xyxx
mad r0.zw, r0.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mov r1.yz, |r0.zzwz|
div r0.z, cb3[9].x, cb3[9].y
mul r1.x, r0.z, r1.y
add r0.zw, r1.xxxz, -cb3[2].xxxy
mul_sat r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.555555582, 0.555555582)
log r0.zw, r0.zzzw
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.500000, 2.500000)
exp r0.zw, r0.zzzw
dp2 r0.z, r0.zwzz, r0.zwzz
sqrt r0.z, r0.z
min r0.z, r0.z, l(1.000000)
add r0.z, -r0.z, l(1.000000)
mov_sat r0.w, cb3[6].x
add_sat r1.xy, -r0.xyxx, l(0.030000, 0.030000, 0.000000, 0.000000)
add r1.x, r1.y, r1.x
add_sat r0.xy, r0.xyxx, l(-0.970000, -0.970000, 0.000000, 0.000000)
add r0.x, r0.x, r1.x
add r0.x, r0.y, r0.x
mul r0.x, r0.x, l(20.000000)
min r0.x, r0.x, l(1.000000)
add r1.xy, v0.xyxx, v0.xyxx
div r1.xy, r1.xyxx, cb3[9].xyxx
add r1.xy, r1.xyxx, l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.y, r1.xyxx, r1.xyxx
mul r1.xy, r0.yyyy, r1.xyxx
mul r0.y, r0.w, l(0.100000)
mul r1.xy, r0.yyyy, r1.xyxx
max r1.xy, r1.xyxx, l(-0.400000, -0.400000, 0.000000, 0.000000)
min r1.xy, r1.xyxx, l(0.400000, 0.400000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, cb3[1].xxxx
mul r1.zw, r1.xxxy, cb3[9].zzzw
mad r1.zw, v0.xxxy, cb3[8].zzzw, -r1.zzzw
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.zwzz, t0.xyzw, s0
mul r3.xy, r1.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.y, r3.xyxx, t2.yxzw, s2
mad r3.xy, r1.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.000000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.w, r3.xyxx, t2.yzwx, s2
mul r2.w, r2.w, l(0.125000)
mul r3.x, cb0[0].x, l(0.100000)
add r0.x, -r0.x, l(1.000000)
mul r0.xy, r0.xyxx, l(0.030000, 0.125000, 0.000000, 0.000000)
mov r3.yzw, l(0,0,0,0)
mov r4.x, r0.y
mov r4.y, r2.w
mov r4.z, l(0)
loop
  ige r4.w, r4.z, l(8)
  breakc_nz r4.w
  itof r4.w, r4.z
  mad r4.w, r4.w, l(0.785375), -r3.x
  sincos r5.x, r6.x, r4.w
  mov r6.y, r5.x
  mul r5.xy, r0.xxxx, r6.xyxx
  mad r5.zw, r5.xxxy, l(0.000000, 0.000000, 0.125000, 0.125000), r1.zzzw
  mul r6.xy, r5.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000)
  sample_indexable(texture2d)(float,float,float,float) r4.w, r6.xyxx, t2.yzwx, s2
  mad r4.x, r4.w, l(0.125000), r4.x
  mad r5.zw, r5.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000), l(0.000000, 0.000000, 0.500000, 0.000000)
  sample_indexable(texture2d)(float,float,float,float) r4.w, r5.zwzz, t2.yzwx, s2
  mad r4.y, r4.w, l(0.125000), r4.y
  mad r5.xy, r5.xyxx, r1.xyxx, r1.zwzz
  sample_indexable(texture2d)(float,float,float,float) r5.xyz, r5.xyxx, t0.xyzw, s0
  mad r3.yzw, r5.xxyz, l(0.000000, 0.125000, 0.125000, 0.125000), r3.yyzw
  iadd r4.z, r4.z, l(1)
endloop
div r0.xy, cb12[270].xyxx, cb12[73].xyxx
mad r0.xy, -r0.xyxx, l(-1.000000, 1.000000, 0.000000, 0.000000), r1.zwzz
mul r0.xy, r0.xyxx, cb12[271].xxxx
sample_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t3.xyzw, s0
mad_sat r0.xy, -r0.xyxx, l(0.800000, 0.750000, 0.000000, 0.000000), r4.xyxx
dp3 r1.x, r3.yzwy, l(0.300000, 0.300000, 0.300000, 0.000000)
add r1.yzw, -r1.xxxx, r3.yyzw
mad r1.xyz, r0.zzzz, r1.yzwy, r1.xxxx
mad r1.xyz, r1.xyzx, l(0.600000, 0.600000, 0.600000, 0.000000), -r2.xyzx
mad r1.xyz, r0.wwww, r1.xyzx, r2.xyzx
mul r0.yzw, r0.yyyy, cb3[4].xxyz
mul r2.xyz, r0.xxxx, cb3[5].xyzx
mad r0.xyz, r0.yzwy, l(1.200000, 1.200000, 1.200000, 0.000000), r2.xyzx
mov_sat r2.xyz, r0.xyzx
dp3_sat r0.x, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r0.yzw, -r1.xxyz, r2.xxyz
mad o0.xyz, r0.xxxx, r0.yzwy, r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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