//Motion blur PS 2. Main effect. Also radial blur.
// ---- Created with geo-11 v0.6.193 on Sat May 25 10:48:00 2024

cbuffer PER_BATCH : register(b0)
{
  row_major float4x4 mViewProjPrev : packoffset(c0);
  float4 vDirectionalBlur : packoffset(c4);
  float4 vMotionBlurParams : packoffset(c5);
  float4 vRadBlurParam : packoffset(c6);
}

cbuffer CBPerViewGlobal : register(b13)
{
  row_major float4x4 CV_ViewProjZeroMatr : packoffset(c0);
  float4 CV_AnimGenParams : packoffset(c4);
  row_major float4x4 CV_ViewProjMatr : packoffset(c5);
  row_major float4x4 CV_ViewProjNearestMatr : packoffset(c9);
  row_major float4x4 CV_InvViewProj : packoffset(c13);
  row_major float4x4 CV_PrevViewProjMatr : packoffset(c17);
  row_major float4x4 CV_PrevViewProjNearestMatr : packoffset(c21);
  row_major float3x4 CV_ScreenToWorldBasis : packoffset(c25);
  float4 CV_TessInfo : packoffset(c28);
  float4 CV_CameraRightVector : packoffset(c29);
  float4 CV_CameraFrontVector : packoffset(c30);
  float4 CV_CameraUpVector : packoffset(c31);
  float4 CV_ScreenSize : packoffset(c32);
  float4 CV_HPosScale : packoffset(c33);
  float4 CV_HPosClamp : packoffset(c34);
  float4 CV_ProjRatio : packoffset(c35);
  float4 CV_NearestScaled : packoffset(c36);
  float4 CV_NearFarClipDist : packoffset(c37);
  float4 CV_SunLightDir : packoffset(c38);
  float4 CV_SunColor : packoffset(c39);
  float4 CV_SkyColor : packoffset(c40);
  float4 CV_FogColor : packoffset(c41);
  float4 CV_TerrainInfo : packoffset(c42);
  float4 CV_DecalZFightingRemedy : packoffset(c43);
  row_major float4x4 CV_FrustumPlaneEquation : packoffset(c44);
  float4 CV_WindGridOffset : packoffset(c48);
  row_major float4x4 CV_ViewMatr : packoffset(c49);
  row_major float4x4 CV_InvViewMatr : packoffset(c53);
  float CV_LookingGlass_SunSelector : packoffset(c57);
  float CV_LookingGlass_DepthScalar : packoffset(c57.y);
  float CV_PADDING0 : packoffset(c57.z);
  float CV_PADDING1 : packoffset(c57.w);
}

Texture2D<float4> _tex0_D3D11 : register(t0);
Texture2D<float4> _tex2_D3D11 : register(t2);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r11;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 prev = StereoParams.Load(int3(2,0,0));
  
  r0.xy = trunc(v0.xy);
  r1.xy = (int2)v0.xy;
  r1.zw = float2(0,0);
  r2.z = _tex0_D3D11.Load(r1.xyw).x;
  r0.zw = _tex2_D3D11.Load(r1.xyz).xy;
  r2.xy = r2.zz * r0.xy;
  r0.x = CV_NearFarClipDist.y * r2.z;
  
  float depth = r0.x;
  r2.x-=stereo.x*(r2.z-stereo.y/CV_NearFarClipDist.y)*CV_ScreenSize.x*0.5;
  
  o0.w = 0.00392156886 * r0.x;
  r2.w = 1;
  r0.x = dot(CV_ScreenToWorldBasis._m20_m21_m22_m23, r2.xyzw);
  r1.xyz = mViewProjPrev._m20_m21_m23 * r0.xxx + mViewProjPrev._m30_m31_m33;
  r0.x = dot(CV_ScreenToWorldBasis._m10_m11_m12_m13, r2.xyzw);
  r0.y = dot(CV_ScreenToWorldBasis._m00_m01_m02_m03, r2.xyzw);
  r1.xyz = mViewProjPrev._m10_m11_m13 * r0.xxx + r1.xyz;
  r1.xyz = mViewProjPrev._m00_m01_m03 * r0.yyy + r1.xyz;
  
  r1.x+=stereo.x*(r1.z-stereo.y)*0.5;
  
  r0.xy = r1.xy / r1.zz;
  r1.x = cmp(r0.z == 0.000000);
  r0.xy = r1.xx ? r0.xy : r0.zw;
  r0.zw = r1.xx ? v1.xy : 0;
  r1.x = r1.x ? vMotionBlurParams.z : vMotionBlurParams.y;
  r0.xy = r0.xy + -r0.zw;
  r0.xy = vMotionBlurParams.xx * r0.xy;
  r0.z = dot(r0.xy, r0.xy);
  r0.z = 9.99999997e-07 + r0.z;
  r0.z = rsqrt(r0.z);
  r0.z = saturate(r1.x * r0.z);
  r1.xy = CV_HPosScale.xy * v1.xy;
  r1.xy = -r1.xy * vDirectionalBlur.zw + vRadBlurParam.xy;
  
  r1.x+=stereo.x*(1-stereo.y/depth);
  
  r0.w = dot(r1.xy, r1.xy);
  r0.w = sqrt(r0.w);
  r0.w = saturate(-r0.w * vRadBlurParam.z + vRadBlurParam.w);
  r1.xy = r1.xy * r0.ww + vDirectionalBlur.xy;
  r0.xy = r0.xy * r0.zz + r1.xy;
  r0.zw = cmp(float2(0,0) < r0.xy);
  r0.zw = r0.zw ? float2(1,1) : float2(-1,-1);
  r1.xy = sqrt(abs(r0.xy));
  r0.x = dot(r0.xy, r0.xy);
  r0.x = sqrt(r0.x);
  r0.x = 32 * r0.x;
  o0.z = sqrt(r0.x);
  r0.xy = r1.xy * r0.zw;
  o0.xy = r0.xy * float2(0.5,0.5) + float2(0.498039216,0.498039216);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v0.6.193 on Sat May 25 10:48:00 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   row_major float4x4 mViewProjPrev;  // Offset:    0 Size:    64
//   float4 vDirectionalBlur;           // Offset:   64 Size:    16
//   float4 vMotionBlurParams;          // Offset:   80 Size:    16
//   float4 vRadBlurParam;              // Offset:   96 Size:    16
//
// }
//
// cbuffer CBPerViewGlobal
// {
//
//   row_major float4x4 CV_ViewProjZeroMatr;// Offset:    0 Size:    64 [unused]
//   float4 CV_AnimGenParams;           // Offset:   64 Size:    16 [unused]
//   row_major float4x4 CV_ViewProjMatr;// Offset:   80 Size:    64 [unused]
//   row_major float4x4 CV_ViewProjNearestMatr;// Offset:  144 Size:    64 [unused]
//   row_major float4x4 CV_InvViewProj; // Offset:  208 Size:    64 [unused]
//   row_major float4x4 CV_PrevViewProjMatr;// Offset:  272 Size:    64 [unused]
//   row_major float4x4 CV_PrevViewProjNearestMatr;// Offset:  336 Size:    64 [unused]
//   row_major float3x4 CV_ScreenToWorldBasis;// Offset:  400 Size:    48
//   float4 CV_TessInfo;                // Offset:  448 Size:    16 [unused]
//   float4 CV_CameraRightVector;       // Offset:  464 Size:    16 [unused]
//   float4 CV_CameraFrontVector;       // Offset:  480 Size:    16 [unused]
//   float4 CV_CameraUpVector;          // Offset:  496 Size:    16 [unused]
//   float4 CV_ScreenSize;              // Offset:  512 Size:    16 [unused]
//   float4 CV_HPosScale;               // Offset:  528 Size:    16
//   float4 CV_HPosClamp;               // Offset:  544 Size:    16 [unused]
//   float4 CV_ProjRatio;               // Offset:  560 Size:    16 [unused]
//   float4 CV_NearestScaled;           // Offset:  576 Size:    16 [unused]
//   float4 CV_NearFarClipDist;         // Offset:  592 Size:    16
//   float4 CV_SunLightDir;             // Offset:  608 Size:    16 [unused]
//   float4 CV_SunColor;                // Offset:  624 Size:    16 [unused]
//   float4 CV_SkyColor;                // Offset:  640 Size:    16 [unused]
//   float4 CV_FogColor;                // Offset:  656 Size:    16 [unused]
//   float4 CV_TerrainInfo;             // Offset:  672 Size:    16 [unused]
//   float4 CV_DecalZFightingRemedy;    // Offset:  688 Size:    16 [unused]
//   row_major float4x4 CV_FrustumPlaneEquation;// Offset:  704 Size:    64 [unused]
//   float4 CV_WindGridOffset;          // Offset:  768 Size:    16 [unused]
//   row_major float4x4 CV_ViewMatr;    // Offset:  784 Size:    64 [unused]
//   row_major float4x4 CV_InvViewMatr; // Offset:  848 Size:    64 [unused]
//   float CV_LookingGlass_SunSelector; // Offset:  912 Size:     4 [unused]
//   float CV_LookingGlass_DepthScalar; // Offset:  916 Size:     4 [unused]
//   float CV_PADDING0;                 // Offset:  920 Size:     4 [unused]
//   float CV_PADDING1;                 // Offset:  924 Size:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _tex0_D3D11                       texture  float4          2d    0        1
// _tex2_D3D11                       texture  float4          2d    2        1
// PER_BATCH                         cbuffer      NA          NA    0        1
// CBPerViewGlobal                   cbuffer      NA          NA   13        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   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[7], immediateIndexed
dcl_constantbuffer CB13[38], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
round_z r0.xy, v0.xyxx
ftoi r1.xy, v0.xyxx
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r2.z, r1.xyww, t0.yzxw
ld_indexable(texture2d)(float,float,float,float) r0.zw, r1.xyzw, t2.zwxy
mul r2.xy, r0.xyxx, r2.zzzz
mul r0.x, r2.z, cb13[37].y
mul o0.w, r0.x, l(0.00392156886)
mov r2.w, l(1.000000)
dp4 r0.x, cb13[27].xyzw, r2.xyzw
mad r1.xyz, cb0[2].xywx, r0.xxxx, cb0[3].xywx
dp4 r0.x, cb13[26].xyzw, r2.xyzw
dp4 r0.y, cb13[25].xyzw, r2.xyzw
mad r1.xyz, cb0[1].xywx, r0.xxxx, r1.xyzx
mad r1.xyz, cb0[0].xywx, r0.yyyy, r1.xyzx
div r0.xy, r1.xyxx, r1.zzzz
eq r1.x, r0.z, l(0.000000)
movc r0.xy, r1.xxxx, r0.xyxx, r0.zwzz
and r0.zw, r1.xxxx, v1.xxxy
movc r1.x, r1.x, cb0[5].z, cb0[5].y
add r0.xy, -r0.zwzz, r0.xyxx
mul r0.xy, r0.xyxx, cb0[5].xxxx
dp2 r0.z, r0.xyxx, r0.xyxx
add r0.z, r0.z, l(0.000001)
rsq r0.z, r0.z
mul_sat r0.z, r0.z, r1.x
mul r1.xy, v1.xyxx, cb13[33].xyxx
mad r1.xy, -r1.xyxx, cb0[4].zwzz, cb0[6].xyxx
dp2 r0.w, r1.xyxx, r1.xyxx
sqrt r0.w, r0.w
mad_sat r0.w, -r0.w, cb0[6].z, cb0[6].w
mad r1.xy, r1.xyxx, r0.wwww, cb0[4].xyxx
mad r0.xy, r0.xyxx, r0.zzzz, r1.xyxx
lt r0.zw, l(0.000000, 0.000000, 0.000000, 0.000000), r0.xxxy
movc r0.zw, r0.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000)
sqrt r1.xy, |r0.xyxx|
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
mul r0.x, r0.x, l(32.000000)
sqrt o0.z, r0.x
mul r0.xy, r0.zwzz, r1.xyxx
mad o0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.498039216, 0.498039216, 0.000000, 0.000000)
ret
// Approximately 43 instruction slots used

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