//Barrel distortion. Disabled.
// ---- Created with geo-11 v0.6.193 on Sun May 26 12:54:25 2024

cbuffer PER_BATCH : register(b0)
{
  float4 UberPostParams2 : packoffset(c0);
  float4 UberPostParams3 : packoffset(c1);
  float4 UberPostParams1 : packoffset(c2);
  float4 UberPostParams5 : packoffset(c3);
  float4 UberPostParams4 : packoffset(c4);
}

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);
}

SamplerState _tex0_s : register(s0);
SamplerState _tex2_s : register(s2);
Texture2D<float4> _tex0 : register(t0);
Texture2D<float4> _tex2 : 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;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  discard;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = CV_ScreenSize.xy * v1.xy;
  r0.xy = r0.xy / UberPostParams1.yy;
  r0.xy = float2(0.5,0.5) + r0.xy;
  r0.xy = ceil(r0.xy);
  r0.xy = float2(-0.5,-0.5) + r0.xy;
  r0.zw = UberPostParams1.yy / CV_ScreenSize.xy;
  r0.yz = r0.xy * r0.zw;
  r0.w = CV_AnimGenParams.z * UberPostParams2.w;
  r0.w = v1.y * UberPostParams2.z + r0.w;
  r0.w = cos(r0.w);
  r0.x = UberPostParams3.w * r0.w + r0.y;
  r0.xyzw = float4(-0.5,-0.5,-0.5,-0.5) + r0.xzxz;
  r1.xyzw = -UberPostParams1.wwww * float4(0.150000006,0.150000006,0.100000001,0.100000001) + float4(1,1,1,1);
  r0.xyzw = r0.xyzw * r1.xyzw + float4(0.5,0.5,0.5,0.5);
  r1.x = _tex0.Sample(_tex0_s, r0.xy).x;
  r1.yz = _tex0.Sample(_tex0_s, r0.zw).yz;
  o0.xyz = UberPostParams3.xyz * r1.xyz;
  r0.x = _tex2.Sample(_tex2_s, v1.xy).x;
  o0.w = r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v0.6.193 on Sun May 26 12:54:25 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 UberPostParams2;            // Offset:    0 Size:    16
//   float4 UberPostParams3;            // Offset:   16 Size:    16
//   float4 UberPostParams1;            // Offset:   32 Size:    16
//   float4 UberPostParams5;            // Offset:   48 Size:    16 [unused]
//   float4 UberPostParams4;            // Offset:   64 Size:    16 [unused]
//
// }
//
// cbuffer CBPerViewGlobal
// {
//
//   row_major float4x4 CV_ViewProjZeroMatr;// Offset:    0 Size:    64 [unused]
//   float4 CV_AnimGenParams;           // Offset:   64 Size:    16
//   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 [unused]
//   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
//   float4 CV_HPosScale;               // Offset:  528 Size:    16 [unused]
//   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 [unused]
//   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                             sampler      NA          NA    0        1
// _tex2                             sampler      NA          NA    2        1
// _tex0                             texture  float4          2d    0        1
// _tex2                             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
// 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[3], immediateIndexed
dcl_constantbuffer CB13[33], 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_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
mul r0.xy, v1.xyxx, cb13[32].xyxx
div r0.xy, r0.xyxx, cb0[2].yyyy
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
round_pi r0.xy, r0.xyxx
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
div r0.zw, cb0[2].yyyy, cb13[32].xxxy
mul r0.yz, r0.zzwz, r0.xxyx
mul r0.w, cb0[0].w, cb13[4].z
mad r0.w, v1.y, cb0[0].z, r0.w
sincos null, r0.w, r0.w
mad r0.x, cb0[1].w, r0.w, r0.y
add r0.xyzw, r0.xzxz, l(-0.500000, -0.500000, -0.500000, -0.500000)
mad r1.xyzw, -cb0[2].wwww, l(0.150000, 0.150000, 0.100000, 0.100000), l(1.000000, 1.000000, 1.000000, 1.000000)
mad r0.xyzw, r0.xyzw, r1.xyzw, l(0.500000, 0.500000, 0.500000, 0.500000)
sample_indexable(texture2d)(float,float,float,float) r1.x, r0.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.yz, r0.zwzz, t0.xyzw, s0
mul o0.xyz, r1.xyzx, cb0[1].xyzx
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t2.xyzw, s2
mov o0.w, r0.x
ret
// Approximately 20 instruction slots used

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