//Temporal antialiasing PS 2. Main effect. SMAA 1TX.
// ---- Created with geo-11 v0.6.193 on Sat Jun  1 19:57:27 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 CBPostAA : register(b0)
{

  struct
  {
    row_major float4x4 matReprojection;
    float4 params;
    float4 screenSize;
    float4 worldViewPos;
    float4 fxaaParams;
  } cbPostAA : packoffset(c0);

}

SamplerState ssPostAALinear_s : register(s0);
Texture2D<float4> PostAA_CurrentSceneTex : register(t0);
Texture2D<float4> PostAA_PreviousSceneTex : register(t1);
Texture2D<float2> PostAA_VelocityObjectsTex : register(t3);
Texture2D<float> PostAA_DeviceDepthTex : register(t16);


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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  float2 v2 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r10,r11;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 prev = StereoParams.Load(int3(2,0,0));
  
  r0.xy = (int2)v0.xy;
  r0.zw = float2(0,0);
  r1.z = PostAA_DeviceDepthTex.Load(r0.xyw).x;
  r0.xy = PostAA_VelocityObjectsTex.Load(r0.xyz).xy;
  r1.xy = v1.xy;
  r1.w = 1;
  
  r11.z = r1.z;
  r11.xyw = r1.xyw;
  
  r10.y = dot(cbPostAA.matReprojection._m30_m31_m32_m33, r11.xyzw);
  
  //float depth = r10.y * CV_NearFarClipDist.y;
  
  r1.x-=stereo.x*(1-stereo.y*0.0/r10.y)*0.5;
  
  r2.x = dot(cbPostAA.matReprojection._m00_m01_m02_m03, r1.xyzw);
  r2.y = dot(cbPostAA.matReprojection._m10_m11_m12_m13, r1.xyzw);
  r0.z = dot(cbPostAA.matReprojection._m30_m31_m32_m33, r1.xyzw);
  
  r2.x+=prev.x*(r0.z-prev.y*0.0/r10.y)*0.5;
  
  r0.zw = r2.xy / r0.zz;
  r0.zw = -v1.xy + r0.zw;
  r1.x = cmp(r0.x != 0.000000);
  r0.xy = r1.xx ? r0.xy : r0.zw;
  r0.xy = v1.xy + r0.xy;
  r0.xy = CV_HPosScale.zw * r0.xy;
  r0.xy = max(float2(0,0), r0.xy);
  r0.xy = min(CV_HPosClamp.zw, r0.xy);
  r0.xyz = PostAA_PreviousSceneTex.SampleLevel(ssPostAALinear_s, r0.xy, 0).xyz;
  r0.xyz = r0.xyz * r0.xyz;
  r1.xyzw = CV_HPosScale.xyxy * v1.xyxy;
  r2.xyzw = cbPostAA.screenSize.zwzw * float4(-0.5,-0.5,0.5,-0.5) + r1.zwzw;
  r2.xyzw = max(float4(0,0,0,0), r2.xyzw);
  r2.xyzw = min(CV_HPosClamp.xyxy, r2.xyzw);
  r3.xyz = PostAA_CurrentSceneTex.SampleLevel(ssPostAALinear_s, r2.xy, 0).xyz;
  r2.xyz = PostAA_CurrentSceneTex.SampleLevel(ssPostAALinear_s, r2.zw, 0).xyz;
  r2.xyz = r2.xyz * r2.xyz;
  r4.xyz = r3.xyz * r3.xyz + r2.xyz;
  r3.xyz = r3.xyz * r3.xyz;
  r5.xyzw = cbPostAA.screenSize.zwzw * float4(-0.5,0.5,0.5,0.5) + r1.xyzw;
  r1.xy = max(float2(0,0), r1.zw);
  r1.xy = min(CV_HPosClamp.xy, r1.xy);
  r1.xyz = PostAA_CurrentSceneTex.SampleLevel(ssPostAALinear_s, r1.xy, 0).xyz;
  r5.xyzw = max(float4(0,0,0,0), r5.xyzw);
  r5.xyzw = min(CV_HPosClamp.xyxy, r5.xyzw);
  r6.xyz = PostAA_CurrentSceneTex.SampleLevel(ssPostAALinear_s, r5.xy, 0).xyz;
  r5.xyz = PostAA_CurrentSceneTex.SampleLevel(ssPostAALinear_s, r5.zw, 0).xyz;
  r4.xyz = r6.xyz * r6.xyz + r4.xyz;
  r6.xyz = r6.xyz * r6.xyz;
  r4.xyz = r5.xyz * r5.xyz + r4.xyz;
  r5.xyz = r5.xyz * r5.xyz;
  r7.xyz = float3(0.25,0.25,0.25) * r4.xyz;
  r1.xyz = r1.xyz * r1.xyz + -r7.xyz;
  r1.xyz = saturate(cbPostAA.params.xxx * r1.xyz + r7.xyz);
  r7.xyz = min(r5.xyz, r1.xyz);
  r5.xyz = max(r5.xyz, r1.xyz);
  r8.xyz = min(r6.xyz, r2.xyz);
  r2.xyz = max(r6.xyz, r2.xyz);
  r2.xyz = max(r3.xyz, r2.xyz);
  r3.xyz = min(r8.xyz, r3.xyz);
  r3.xyz = min(r3.xyz, r7.xyz);
  r0.xyz = max(r3.xyz, r0.xyz);
  r2.xyz = max(r2.xyz, r5.xyz);
  r0.xyz = min(r2.xyz, r0.xyz);
  r2.xyz = r1.xyz + -r0.xyz;
  r1.xyz = r4.xyz * float3(0.25,0.25,0.25) + -r1.xyz;
  r1.xyz = sqrt(abs(r1.xyz));
  r0.w = cbPostAA.params.w + -cbPostAA.params.z;
  r1.xyz = r1.xyz * r0.www + cbPostAA.params.zzz;
  r1.xyz = rcp(r1.xyz);
  r1.xyz = saturate(r1.xyz);
  r0.xyz = r1.xyz * r2.xyz + r0.xyz;
  o0.w = 1 + -r1.x;
  o0.xyz = sqrt(r0.xyz);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v0.6.193 on Sat Jun  1 19:57:27 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 [unused]
//   float4 CV_HPosScale;               // Offset:  528 Size:    16
//   float4 CV_HPosClamp;               // Offset:  544 Size:    16
//   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 CBPostAA
// {
//
//   struct TemporalAAConstants
//   {
//
//       row_major float4x4 matReprojection;// Offset:    0
//       float4 params;                 // Offset:   64
//       float4 screenSize;             // Offset:   80
//       float4 worldViewPos;           // Offset:   96
//       float4 fxaaParams;             // Offset:  112
//
//   } cbPostAA;                        // Offset:    0 Size:   128
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ssPostAALinear                    sampler      NA          NA    0        1
// PostAA_CurrentSceneTex            texture  float4          2d    0        1
// PostAA_PreviousSceneTex           texture  float4          2d    1        1
// PostAA_VelocityObjectsTex         texture  float2          2d    3        1
// PostAA_DeviceDepthTex             texture   float          2d   16        1
// CBPostAA                          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   xy          1     NONE   float   xy
// TEXCOORD                 1   xy          2     NONE   float
//
//
// 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[35], immediateIndexed
dcl_constantbuffer CB0[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t16
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 9
ftoi r0.xy, v0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.z, r0.xyww, t16.yzxw
ld_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyzw, t3.xyzw
mov r1.xy, v1.xyxx
mov r1.w, l(1.000000)
dp4 r2.x, cb0[0].xyzw, r1.xyzw
dp4 r2.y, cb0[1].xyzw, r1.xyzw
dp4 r0.z, cb0[3].xyzw, r1.xyzw
div r0.zw, r2.xxxy, r0.zzzz
add r0.zw, r0.zzzw, -v1.xxxy
ne r1.x, r0.x, l(0.000000)
movc r0.xy, r1.xxxx, r0.xyxx, r0.zwzz
add r0.xy, r0.xyxx, v1.xyxx
mul r0.xy, r0.xyxx, cb13[33].zwzz
max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r0.xy, r0.xyxx, cb13[34].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t1.xyzw, s0, l(0.000000)
mul r0.xyz, r0.xyzx, r0.xyzx
mul r1.xyzw, v1.xyxy, cb13[33].xyxy
mad r2.xyzw, cb0[5].zwzw, l(-0.500000, -0.500000, 0.500000, -0.500000), r1.zwzw
max r2.xyzw, r2.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min r2.xyzw, r2.xyzw, cb13[34].xyxy
sample_l_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r2.zwzz, t0.xyzw, s0, l(0.000000)
mul r2.xyz, r2.xyzx, r2.xyzx
mad r4.xyz, r3.xyzx, r3.xyzx, r2.xyzx
mul r3.xyz, r3.xyzx, r3.xyzx
mad r5.xyzw, cb0[5].zwzw, l(-0.500000, 0.500000, 0.500000, 0.500000), r1.xyzw
max r1.xy, r1.zwzz, l(0.000000, 0.000000, 0.000000, 0.000000)
min r1.xy, r1.xyxx, cb13[34].xyxx
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0, l(0.000000)
max r5.xyzw, r5.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min r5.xyzw, r5.xyzw, cb13[34].xyxy
sample_l_indexable(texture2d)(float,float,float,float) r6.xyz, r5.xyxx, t0.xyzw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r5.xyz, r5.zwzz, t0.xyzw, s0, l(0.000000)
mad r4.xyz, r6.xyzx, r6.xyzx, r4.xyzx
mul r6.xyz, r6.xyzx, r6.xyzx
mad r4.xyz, r5.xyzx, r5.xyzx, r4.xyzx
mul r5.xyz, r5.xyzx, r5.xyzx
mul r7.xyz, r4.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
mad r1.xyz, r1.xyzx, r1.xyzx, -r7.xyzx
mad_sat r1.xyz, cb0[4].xxxx, r1.xyzx, r7.xyzx
min r7.xyz, r1.xyzx, r5.xyzx
max r5.xyz, r1.xyzx, r5.xyzx
min r8.xyz, r2.xyzx, r6.xyzx
max r2.xyz, r2.xyzx, r6.xyzx
max r2.xyz, r2.xyzx, r3.xyzx
min r3.xyz, r3.xyzx, r8.xyzx
min r3.xyz, r7.xyzx, r3.xyzx
max r0.xyz, r0.xyzx, r3.xyzx
max r2.xyz, r5.xyzx, r2.xyzx
min r0.xyz, r0.xyzx, r2.xyzx
add r2.xyz, -r0.xyzx, r1.xyzx
mad r1.xyz, r4.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000), -r1.xyzx
sqrt r1.xyz, |r1.xyzx|
add r0.w, -cb0[4].z, cb0[4].w
mad r1.xyz, r1.xyzx, r0.wwww, cb0[4].zzzz
rcp r1.xyz, r1.xyzx
mov_sat r1.xyz, r1.xyzx
mad r0.xyz, r1.xyzx, r2.xyzx, r0.xyzx
add o0.w, -r1.x, l(1.000000)
sqrt o0.xyz, r0.xyzx
ret
// Approximately 64 instruction slots used

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