//SH2 radial blur PS 2. Barrel distortion during memories.
// ---- Created with geo-11 v0.6.198 on Wed Nov  6 13:03:40 2024
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[10];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[144];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[39];
}




// 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,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = asuint(cb0[37].xy);
  r0.xy = v0.xy + -r0.xy;
  r0.zw = r0.xy * cb0[38].zw + float2(-0.5,-0.5);
  
  r0.z-=stereo.x*0.5;
  
  r1.x = dot(r0.zw, r0.zw);
  r1.x = cb2[1].x + r1.x;
  r0.zw = r1.xx * r0.zw;
  r0.zw = cb2[1].yy * r0.zw;
  r1.x = t0.Sample(s1_s, cb2[4].zw).x;
  r1.x = cb2[5].x * r1.x;
  r0.zw = r1.xx * r0.zw;
  r1.yz = float2(19.7292023,0.629999995) * cb1[143].yy;
  r1.yz = sin(r1.yz);
  r1.yz = cb1[143].yy + r1.yz;
  r1.y = 6.28318548 * r1.y;
  r1.yz = sin(r1.yz);
  r1.y = cb1[143].y + r1.y;
  r1.w = cb1[143].y * 0.5 + 20;
  r1.z = r1.w + r1.z;
  r1.z = frac(r1.z);
  r2.xy = cb0[38].zw * r0.xy;
  r0.xy = r0.xy * cb0[38].zw + r0.zw;
  r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
  r0.xy = max(cb0[6].xy, r0.xy);
  r0.xy = min(cb0[6].zw, r0.xy);
  r3.xyz = t2.Sample(s2_s, r0.xy).xyz;
  r0.xy = cb1[143].yy * cb2[5].zw + r2.xy;
  r0.xy = r1.yy * cb2[5].zw + r0.xy;
  r1.yw = r1.yy * cb2[5].zw + r2.xy;
  r2.xy = cb2[6].zz * r2.xy;
  r2.xy = round(r2.xy);
  r1.yw = cb1[143].yy * cb2[6].xx + r1.yw;
  r1.yw = r1.yw + r1.yw;
  r4.xyzw = t1.Sample(s0_s, r1.yw).xyzw;
  r0.xy = float2(0.75,0.75) * r0.xy;
  r5.xyz = t1.Sample(s0_s, r0.xy).xzw;
  r0.x = r5.z + r1.z;
  r0.x = 1 + -r0.x;
  r0.xy = r0.xx * cb2[7].xx + r0.zw;
  r0.xy = r2.xy * cb2[6].ww + r0.xy;
  r0.zw = r0.xy * cb0[26].xy + cb0[25].xy;
  r0.xy = float2(-0.5,-0.5) + r0.xy;
  r0.x = dot(r0.xy, r0.xy);
  r0.x = sqrt(r0.x);
  r0.x = 1 + -r0.x;
  r0.yz = max(cb0[27].xy, r0.zw);
  r0.yz = min(cb0[27].zw, r0.yz);
  r0.yzw = t3.Sample(s2_s, r0.yz).xyz;
  r2.y = r5.x + r4.z;
  r2.z = r5.y + r2.y;
  r2.x = r5.x;
  r1.y = max(r5.y, r4.z);
  r2.xyz = r2.xyz * cb2[6].yyy + r0.yzw;
  r5.x = r4.y * r4.w;
  r5.y = r4.y * r4.w + r4.z;
  r5.z = r4.y;
  r1.z = 1 + -r4.x;
  r2.xyz = cb2[7].yyy * r5.xyz + r2.xyz;
  r2.xyz = r2.xyz + r1.yyy;
  r4.xyz = r2.xyz + -r3.xyz;
  r0.yzw = r2.xyz + r0.yzw;
  r1.y = r0.x * cb2[7].z + cb2[7].w;
  r2.xy = cb2[8].yz * r0.xx;
  r0.x = log2(r1.y);
  r1.y = cmp(0 >= r1.y);
  r0.x = cb2[8].x * r0.x;
  r0.x = exp2(r0.x);
  r0.x = r1.y ? 0 : r0.x;
  r4.xyz = r0.xxx * r4.xyz + r3.xyz;
  r1.yzw = r2.xxx * r1.zzz + r4.xyz;
  r0.xyz = -r1.yzw + r0.yzw;
  r0.xyz = r2.yyy * r0.xyz + r1.yzw;
  r0.xyz = r0.xyz + -r3.xyz;
  r0.xyz = r1.xxx * r0.xyz + r3.xyz;
  r1.xyz = cb2[9].xyz + -r0.xyz;
  r0.xyz = cb2[8].www * r1.xyz + r0.xyz;
  o0.xyz = max(float3(0,0,0), r0.xyz);
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Wed Nov  6 13:03:40 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     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 CB0[39], immediateIndexed
dcl_constantbuffer CB1[144], immediateIndexed
dcl_constantbuffer CB2[10], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 6
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mad r0.zw, r0.xxxy, cb0[38].zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
dp2 r1.x, r0.zwzz, r0.zwzz
add r1.x, r1.x, cb2[1].x
mul r0.zw, r0.zzzw, r1.xxxx
mul r0.zw, r0.zzzw, cb2[1].yyyy
sample_indexable(texture2d)(float,float,float,float) r1.x, cb2[4].zwzz, t0.xyzw, s1
mul r1.x, r1.x, cb2[5].x
mul r0.zw, r0.zzzw, r1.xxxx
mul r1.yz, cb1[143].yyyy, l(0.000000, 19.729202, 0.630000, 0.000000)
sincos r1.yz, null, r1.yyzy
add r1.yz, r1.yyzy, cb1[143].yyyy
mul r1.y, r1.y, l(6.28318548)
sincos r1.yz, null, r1.yyzy
add r1.y, r1.y, cb1[143].y
mad r1.w, cb1[143].y, l(0.500000), l(20.000000)
add r1.z, r1.z, r1.w
frc r1.z, r1.z
mul r2.xy, r0.xyxx, cb0[38].zwzz
mad r0.xy, r0.xyxx, cb0[38].zwzz, r0.zwzz
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
max r0.xy, r0.xyxx, cb0[6].xyxx
min r0.xy, r0.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r0.xyxx, t2.xyzw, s2
mad r0.xy, cb1[143].yyyy, cb2[5].zwzz, r2.xyxx
mad r0.xy, r1.yyyy, cb2[5].zwzz, r0.xyxx
mad r1.yw, r1.yyyy, cb2[5].zzzw, r2.xxxy
mul r2.xy, r2.xyxx, cb2[6].zzzz
round_ne r2.xy, r2.xyxx
mad r1.yw, cb1[143].yyyy, cb2[6].xxxx, r1.yyyw
add r1.yw, r1.yyyw, r1.yyyw
sample_indexable(texture2d)(float,float,float,float) r4.xyzw, r1.ywyy, t1.xyzw, s0
mul r0.xy, r0.xyxx, l(0.750000, 0.750000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r5.xyz, r0.xyxx, t1.xzwy, s0
add r0.x, r1.z, r5.z
add r0.x, -r0.x, l(1.000000)
mad r0.xy, r0.xxxx, cb2[7].xxxx, r0.zwzz
mad r0.xy, r2.xyxx, cb2[6].wwww, r0.xyxx
mad r0.zw, r0.xxxy, cb0[26].xxxy, cb0[25].xxxy
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
add r0.x, -r0.x, l(1.000000)
max r0.yz, r0.zzwz, cb0[27].xxyx
min r0.yz, r0.yyzy, cb0[27].zzwz
sample_indexable(texture2d)(float,float,float,float) r0.yzw, r0.yzyy, t3.wxyz, s2
add r2.y, r4.z, r5.x
add r2.z, r2.y, r5.y
mov r2.x, r5.x
max r1.y, r4.z, r5.y
mad r2.xyz, r2.xyzx, cb2[6].yyyy, r0.yzwy
mul r5.x, r4.w, r4.y
mad r5.y, r4.y, r4.w, r4.z
mov r5.z, r4.y
add r1.z, -r4.x, l(1.000000)
mad r2.xyz, cb2[7].yyyy, r5.xyzx, r2.xyzx
add r2.xyz, r1.yyyy, r2.xyzx
add r4.xyz, -r3.xyzx, r2.xyzx
add r0.yzw, r0.yyzw, r2.xxyz
mad r1.y, r0.x, cb2[7].z, cb2[7].w
mul r2.xy, r0.xxxx, cb2[8].yzyy
log r0.x, r1.y
ge r1.y, l(0.000000), r1.y
mul r0.x, r0.x, cb2[8].x
exp r0.x, r0.x
movc r0.x, r1.y, l(0), r0.x
mad r4.xyz, r0.xxxx, r4.xyzx, r3.xyzx
mad r1.yzw, r2.xxxx, r1.zzzz, r4.xxyz
add r0.xyz, r0.yzwy, -r1.yzwy
mad r0.xyz, r2.yyyy, r0.xyzx, r1.yzwy
add r0.xyz, -r3.xyzx, r0.xyzx
mad r0.xyz, r1.xxxx, r0.xyzx, r3.xyzx
add r1.xyz, -r0.xyzx, cb2[9].xyzx
mad r0.xyz, cb2[8].wwww, r1.xyzx, r0.xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(0)
ret
// Approximately 0 instruction slots used

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