//Vignette and film grain PS?
// ---- Created with geo-11 v0.6.193 on Mon May 20 00:28:21 2024

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);
}

cbuffer CBComposites : register(b0)
{

  struct
  {
    float Sharpening;
    float ChromaShift;
    float MinExposure;
    float MaxExposure;
    float FilmGrainAmount;
    float FilmGrainTime;
    float __padding;
    float VignetteFalloff;
    float4 VignetteBorder;
    float4 VignetteColor;
  } cbComposites : packoffset(c0);

}

SamplerState ssCompositeSource_s : register(s0);
SamplerState ssFilmGrain_s : register(s6);
SamplerState ssSceneLum_s : register(s7);
Texture2D<float4> compositeSourceTex : register(t0);
Texture3D<float4> filmGrainTex : register(t6);
Texture2D<float4> SceneLumTex : register(t7);


// 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;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = CV_HPosScale.xy * v1.xy;
  r0.w = SceneLumTex.Sample(ssSceneLum_s, r0.xy).x;
  r1.x = 1 + r0.w;
  r1.x = log2(r1.x);
  r1.x = 2 + r1.x;
  r1.x = 2 / r1.x;
  r1.x = 1.02999997 + -r1.x;
  r0.w = r1.x / r0.w;
  r0.w = max(cbComposites.MinExposure, r0.w);
  r0.w = min(cbComposites.MaxExposure, r0.w);
  r0.w = sqrt(r0.w);
  r1.x = CV_ScreenSize.x / CV_ScreenSize.y;
  r1.y = 4;
  r0.z = 4 * r0.x;
  r1.xy = r1.xy * r0.zy;
  r2.xyzw = compositeSourceTex.Sample(ssCompositeSource_s, r0.xy).xyzw;
  r1.z = 3 * cbComposites.FilmGrainTime;
  r0.x = filmGrainTex.Sample(ssFilmGrain_s, r1.xyz).x;
  r0.x = -0.5 + r0.x;
  r0.x = cbComposites.FilmGrainAmount * r0.x + 0.5;
  r0.y = 0.5 + -r0.x;
  r0.x = r0.w * r0.y + r0.x;
  r0.zw = v1.xy * float2(2,2) + float2(-1,-1);
  r1.xy = cmp(r0.zw < float2(0,0));
  r1.xy = r1.xy ? cbComposites.VignetteBorder.xz : cbComposites.VignetteBorder.yw;
  r0.zw = r1.xy * r0.zw;
  r0.z = dot(r0.zw, r0.zw);
  r0.z = sqrt(r0.z);
  r0.z = cbComposites.VignetteFalloff * r0.z;
  r0.z = r0.z * r0.z + 1;
  r0.z = r0.z * r0.z;
  r0.z = rcp(r0.z);
  r0.yz = float2(1,1) + -r0.xz;
  r0.w = -cbComposites.VignetteColor.w * r0.z + 1;
  r0.z = cbComposites.VignetteColor.w * r0.z;
  r1.xyz = r2.xyz * r0.www;
  o0.w = r2.w;
  r1.xyz = cbComposites.VignetteColor.xyz * r0.zzz + r1.xyz;
  r2.xyz = float3(1,1,1) + -r1.xyz;
  r2.xyz = r2.xyz + r2.xyz;
  r0.yzw = -r2.xyz * r0.yyy + float3(1,1,1);
  r2.xyz = r1.xyz * r0.xxx;
  r1.xyz = cmp(r1.xyz >= float3(0.5,0.5,0.5));
  r1.xyz = r1.xyz ? float3(1,1,1) : 0;
  r0.xyz = -r2.xyz * float3(2,2,2) + r0.yzw;
  r2.xyz = r2.xyz + r2.xyz;
  o0.xyz = r1.xyz * r0.xyz + r2.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v0.6.193 on Mon May 20 00:28:21 2024
//
//
// Buffer Definitions:
//
// 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 [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
//   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]
//
// }
//
// cbuffer CBComposites
// {
//
//   struct CompositesConstants
//   {
//
//       float Sharpening;              // Offset:    0
//       float ChromaShift;             // Offset:    4
//       float MinExposure;             // Offset:    8
//       float MaxExposure;             // Offset:   12
//       float FilmGrainAmount;         // Offset:   16
//       float FilmGrainTime;           // Offset:   20
//       float __padding;               // Offset:   24
//       float VignetteFalloff;         // Offset:   28
//       float4 VignetteBorder;         // Offset:   32
//       float4 VignetteColor;          // Offset:   48
//
//   } cbComposites;                    // Offset:    0 Size:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ssCompositeSource                 sampler      NA          NA    0        1
// ssFilmGrain                       sampler      NA          NA    6        1
// ssSceneLum                        sampler      NA          NA    7        1
// compositeSourceTex                texture  float4          2d    0        1
// filmGrainTex                      texture  float4          3d    6        1
// SceneLumTex                       texture  float4          2d    7        1
// CBComposites                      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 CB13[34], immediateIndexed
dcl_constantbuffer CB0[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s6, mode_default
dcl_sampler s7, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture3d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
mul r0.xy, v1.xyxx, cb13[33].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.w, r0.xyxx, t7.yzwx, s7
add r1.x, r0.w, l(1.000000)
log r1.x, r1.x
add r1.x, r1.x, l(2.000000)
div r1.x, l(2.000000), r1.x
add r1.x, -r1.x, l(1.030000)
div r0.w, r1.x, r0.w
max r0.w, r0.w, cb0[0].z
min r0.w, r0.w, cb0[0].w
sqrt r0.w, r0.w
div r1.x, cb13[32].x, cb13[32].y
mov r1.y, l(4.000000)
mul r0.z, r0.x, l(4.000000)
mul r1.xy, r0.zyzz, r1.xyxx
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xyxx, t0.xyzw, s0
mul r1.z, cb0[1].y, l(3.000000)
sample_indexable(texture3d)(float,float,float,float) r0.x, r1.xyzx, t6.xyzw, s6
add r0.x, r0.x, l(-0.500000)
mad r0.x, cb0[1].x, r0.x, l(0.500000)
add r0.y, -r0.x, l(0.500000)
mad r0.x, r0.w, r0.y, r0.x
mad r0.zw, v1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
lt r1.xy, r0.zwzz, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r1.xy, r1.xyxx, cb0[2].xzxx, cb0[2].ywyy
mul r0.zw, r0.zzzw, r1.xxxy
dp2 r0.z, r0.zwzz, r0.zwzz
sqrt r0.z, r0.z
mul r0.z, r0.z, cb0[1].w
mad r0.z, r0.z, r0.z, l(1.000000)
mul r0.z, r0.z, r0.z
rcp r0.z, r0.z
add r0.yz, -r0.xxzx, l(0.000000, 1.000000, 1.000000, 0.000000)
mad r0.w, -cb0[3].w, r0.z, l(1.000000)
mul r0.z, r0.z, cb0[3].w
mul r1.xyz, r0.wwww, r2.xyzx
mov o0.w, r2.w
mad r1.xyz, cb0[3].xyzx, r0.zzzz, r1.xyzx
add r2.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r2.xyz, r2.xyzx, r2.xyzx
mad r0.yzw, -r2.xxyz, r0.yyyy, l(0.000000, 1.000000, 1.000000, 1.000000)
mul r2.xyz, r0.xxxx, r1.xyzx
ge r1.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
and r1.xyz, r1.xyzx, l(0x3f800000, 0x3f800000, 0x3f800000, 0)
mad r0.xyz, -r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), r0.yzwy
add r2.xyz, r2.xyzx, r2.xyzx
mad o0.xyz, r1.xyzx, r0.xyzx, r2.xyzx
ret
// Approximately 48 instruction slots used

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