//SH2 vignette and radial blur (blurriness) when receiving damage.
// ---- Created with geo-11 v0.6.198 on Sat Nov 23 13:04:24 2024
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[11];
}

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);
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  r0.xy = asuint(cb0[37].xy);
  r0.xy = v0.xy + -r0.xy;
  r0.zw = cb0[38].zw * r0.xy;
  r1.xy = r0.zw * cb0[5].xy + cb0[4].xy;
  
  //r1.x-=stereo.x*0.5;
  
  r2.xyz = t3.Sample(s3_s, r1.xy).xyz;
  
  //r1.x-=stereo.x*0.5;
  
  r0.z-=stereo.x*0.5;
  
  r1.z = t0.Sample(s0_s, r0.zw).x;
  r1.z = 1 + -r1.z;
  r1.z = cb1[2].x * r1.z;
  r1.w = cmp(abs(cb1[2].y) < 0.00100000005);
  r1.w = r1.w ? 0.00100000005 : cb1[2].y;
  r2.w = max(1, abs(r1.w));
  r2.w = 1.60000002 * r2.w;
  r2.w = min(160, r2.w);
  r3.xy = float2(0.0174532998,0.00872664992) * r2.ww;
  sincos(r3.y, r4.x, r5.x);
  r2.w = r4.x / r5.x;
  r2.w = r2.w + r2.w;
  r3.yz = max(float2(9.99999975e-05,9.99999975e-05), cb1[2].zw);
  r3.w = cmp(r1.w >= 0);
  r4.x = 1 / r3.x;
  r3.x = r3.w ? r3.x : r4.x;
  r3.w = 1 / cb1[3].z;
  r4.xy = r0.xy * cb0[38].zw + float2(-0.5,-0.5);
  r4.zw = r4.xy * r3.ww + float2(0.5,0.5);
  r4.xy = r4.xy * r3.ww + -cb1[3].xy;
  r3.yz = r4.xy * r3.yz;
  
  //r3.y-=stereo.x*0.5;
  
  r3.w = dot(r3.yz, r3.yz);
  r3.w = sqrt(r3.w);
  r1.w = cmp(0 < r1.w);
  r4.x = r3.w * r3.x;
  sincos(r4.x, r4.x, r5.x);
  r4.x = r4.x / r5.x;
  r2.w = r3.w * r2.w;
  r4.y = 1 / r2.w;
  r4.x = r4.x * r4.y + -1;
  r4.xy = r3.yz * r4.xx + r4.zw;
  r3.w = 1 / r3.w;
  r3.x = r3.w * r3.x;
  r3.w = min(1, r2.w);
  r5.x = max(1, r2.w);
  r5.x = 1 / r5.x;
  r3.w = r5.x * r3.w;
  r5.x = r3.w * r3.w;
  r5.y = r5.x * 0.0208350997 + -0.0851330012;
  r5.y = r5.x * r5.y + 0.180141002;
  r5.y = r5.x * r5.y + -0.330299497;
  r5.x = r5.x * r5.y + 0.999866009;
  r5.y = r5.x * r3.w;
  r2.w = cmp(1 < r2.w);
  r5.y = r5.y * -2 + 1.57079637;
  r2.w = r2.w ? r5.y : 0;
  r2.w = r3.w * r5.x + r2.w;
  r2.w = r3.x * r2.w + -1;
  r3.xy = r3.yz * r2.ww + r4.zw;
  r3.xy = r1.ww ? r4.xy : r3.xy;
  r0.xy = -r0.xy * cb0[38].zw + r3.xy;
  r1.w = t1.Sample(s1_s, r0.zw).x;
  r1.w = 1 + -r1.w;
  r0.xy = r1.ww * r0.xy;
  r0.xy = cb0[3].xy * r0.xy;
  r1.w = cmp(9.99999975e-05 < r1.z);
  //r1.x+=stereo.x*0.5;
  if (r1.w != 0) {
    r3.xy = float2(-0.5,-0.5) + r1.xy;
	
	//r3.x-=stereo.x*0.5;
	
    r1.w = dot(r3.xy, r3.xy);
    r1.w = sqrt(r1.w);
    r2.w = max(0.00100000005, r1.w);
    r3.xy = r3.xy / r2.ww;
    r1.w = -0.0500000007 + r1.w;
    r1.w = max(0, r1.w);
    r2.w = r1.w * r1.w;
    r1.w = -r1.w * r1.w + r1.w;
    r1.w = r1.w * 0.5 + r2.w;
    r3.xy = r3.xy * r1.ww;
    r1.zw = r3.xy * r1.zz;
    r2.w = 1;
    r3.xyzw = float4(0,0,0,0);
    while (true) {
      r4.x = cmp((int)r3.w >= 16);
      if (r4.x != 0) break;
      r4.x = (int)r3.w;
      r4.x = 0.0666666701 * r4.x;
      r4.xy = cb0[3].zw * r4.xx;
      r4.zw = r1.zw * r4.xy + r1.xy;
      r4.xy = r0.xy * r4.xy + r4.zw;
      r4.xyz = t3.SampleLevel(s3_s, r4.xy, 0).xyz;
      r3.xyz = r4.xyz * r2.www + r3.xyz;
      r3.w = (int)r3.w + 1;
      r2.w = 0.850000024 * r2.w;
    }
    r3.xyz = float3(0.162030965,0.162030965,0.162030965) * r3.xyz;
  } else {
    r0.xy = r0.xy * cb0[3].zw + r1.xy;
    r3.xyz = t3.SampleLevel(s3_s, r0.xy, 0).xyz;
  }
  r0.x = dot(r3.xyz, float3(0.300000012,0.600000024,0.100000001));
  r1.xyz = r0.xxx + -r3.xyz;
  r1.xyz = cb1[3].www * r1.xyz + r3.xyz;
  r1.xyz = cb1[4].xxx * r1.xyz;
  r3.xyz = -cb1[5].xyz + cb1[4].yyy;
  r1.xyz = saturate(r1.xyz * r3.xyz + cb1[5].xyz);
  r3.xyz = cb1[7].xyz * r1.xyz + -r1.xyz;
  r1.xyz = cb1[7].www * r3.xyz + r1.xyz;
  r0.xy = cb1[8].yz * cb1[8].zw;
  r1.w = cb1[8].w * r0.x;
  r2.w = (uint)r1.w;
  r3.x = (int)r2.w + 1;
  r0.y = (uint)r0.y;
  r0.y = (uint)r3.x % (uint)r0.y;
  r0.zw = frac(r0.zw);
  r0.zw = r0.zw / cb1[8].wz;
  r3.xy = float2(1,1) / cb1[8].wz;
  r3.xy = -cb1[9].xy + r3.xy;
  r0.zw = max(cb1[9].xy, r0.zw);
  r0.zw = min(r0.zw, r3.xy);
  r3.x = (uint)cb1[8].w;
  uiDest.x = (uint)r2.w / (uint)r3.x;
  r5.x = (uint)r2.w % (uint)r3.x;
  r4.x = uiDest.x;
  r2.w = (uint)r5.x;
  r2.w = r2.w / cb1[8].w;
  r5.x = r2.w + r0.z;
  r2.w = (uint)r4.x;
  r2.w = r2.w / cb1[8].z;
  r5.y = r2.w + r0.w;
  uiDest.x = (uint)r0.y / (uint)r3.x;
  r4.x = (uint)r0.y % (uint)r3.x;
  r3.x = uiDest.x;
  r0.y = (uint)r4.x;
  r0.y = r0.y / cb1[8].w;
  r4.x = r0.z + r0.y;
  r0.y = (uint)r3.x;
  r0.y = r0.y / cb1[8].z;
  r4.y = r0.w + r0.y;
  r3.xyzw = t2.SampleLevel(s2_s, r5.xy, 0).xyzw;
  r4.xyzw = t2.SampleLevel(s2_s, r4.xy, 0).xyzw;
  r0.y = floor(r1.w);
  r0.y = (uint)r0.y;
  r0.y = (uint)r0.y;
  r0.x = r0.x * cb1[8].w + -r0.y;
  r4.xyzw = r4.xyzw + -r3.xyzw;
  r0.xyzw = r0.xxxx * r4.xyzw + r3.xyzw;
  r0.w = cb1[9].z * r0.w;
  r0.xyz = r0.xyz + -r1.xyz;
  r0.xyz = r0.www * r0.xyz + r1.xyz;
  r0.xyz = r0.xyz + -r2.xyz;
  r0.xyz = cb1[9].www * r0.xyz + r2.xyz;
  r1.xyz = cb1[10].yzw + -r0.xyz;
  r0.xyz = cb1[10].xxx * 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 Sat Nov 23 13:04:24 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[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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
mul r0.zw, r0.xxxy, cb0[38].zzzw
mad r1.xy, r0.zwzz, cb0[5].xyxx, cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.xyxx, t3.xyzw, s3
sample_indexable(texture2d)(float,float,float,float) r1.z, r0.zwzz, t0.yzxw, s0
add r1.z, -r1.z, l(1.000000)
mul r1.z, r1.z, cb1[2].x
lt r1.w, |cb1[2].y|, l(0.001000)
movc r1.w, r1.w, l(0.001000), cb1[2].y
max r2.w, |r1.w|, l(1.000000)
mul r2.w, r2.w, l(1.600000)
min r2.w, r2.w, l(160.000000)
mul r3.xy, r2.wwww, l(0.0174532998, 0.00872664992, 0.000000, 0.000000)
sincos r4.x, r5.x, r3.y
div r2.w, r4.x, r5.x
add r2.w, r2.w, r2.w
max r3.yz, cb1[2].zzwz, l(0.000000, 0.000100, 0.000100, 0.000000)
ge r3.w, r1.w, l(0.000000)
div r4.x, l(1.000000, 1.000000, 1.000000, 1.000000), r3.x
movc r3.x, r3.w, r3.x, r4.x
div r3.w, l(1.000000, 1.000000, 1.000000, 1.000000), cb1[3].z
mad r4.xy, r0.xyxx, cb0[38].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mad r4.zw, r4.xxxy, r3.wwww, l(0.000000, 0.000000, 0.500000, 0.500000)
mad r4.xy, r4.xyxx, r3.wwww, -cb1[3].xyxx
mul r3.yz, r3.yyzy, r4.xxyx
dp2 r3.w, r3.yzyy, r3.yzyy
sqrt r3.w, r3.w
lt r1.w, l(0.000000), r1.w
mul r4.x, r3.x, r3.w
sincos r4.x, r5.x, r4.x
div r4.x, r4.x, r5.x
mul r2.w, r2.w, r3.w
div r4.y, l(1.000000, 1.000000, 1.000000, 1.000000), r2.w
mad r4.x, r4.x, r4.y, l(-1.000000)
mad r4.xy, r3.yzyy, r4.xxxx, r4.zwzz
div r3.w, l(1.000000, 1.000000, 1.000000, 1.000000), r3.w
mul r3.x, r3.x, r3.w
min r3.w, r2.w, l(1.000000)
max r5.x, r2.w, l(1.000000)
div r5.x, l(1.000000, 1.000000, 1.000000, 1.000000), r5.x
mul r3.w, r3.w, r5.x
mul r5.x, r3.w, r3.w
mad r5.y, r5.x, l(0.0208350997), l(-0.085133)
mad r5.y, r5.x, r5.y, l(0.180141)
mad r5.y, r5.x, r5.y, l(-0.330299497)
mad r5.x, r5.x, r5.y, l(0.999866)
mul r5.y, r3.w, r5.x
lt r2.w, l(1.000000), r2.w
mad r5.y, r5.y, l(-2.000000), l(1.57079637)
and r2.w, r2.w, r5.y
mad r2.w, r3.w, r5.x, r2.w
mad r2.w, r3.x, r2.w, l(-1.000000)
mad r3.xy, r3.yzyy, r2.wwww, r4.zwzz
movc r3.xy, r1.wwww, r4.xyxx, r3.xyxx
mad r0.xy, -r0.xyxx, cb0[38].zwzz, r3.xyxx
sample_indexable(texture2d)(float,float,float,float) r1.w, r0.zwzz, t1.yzwx, s1
add r1.w, -r1.w, l(1.000000)
mul r0.xy, r0.xyxx, r1.wwww
mul r0.xy, r0.xyxx, cb0[3].xyxx
lt r1.w, l(0.000100), r1.z
if_nz r1.w
  add r3.xy, r1.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
  dp2 r1.w, r3.xyxx, r3.xyxx
  sqrt r1.w, r1.w
  max r2.w, r1.w, l(0.001000)
  div r3.xy, r3.xyxx, r2.wwww
  add r1.w, r1.w, l(-0.050000)
  max r1.w, r1.w, l(0.000000)
  mul r2.w, r1.w, r1.w
  mad r1.w, -r1.w, r1.w, r1.w
  mad r1.w, r1.w, l(0.500000), r2.w
  mul r3.xy, r1.wwww, r3.xyxx
  mul r1.zw, r1.zzzz, r3.xxxy
  mov r2.w, l(1.000000)
  mov r3.xyzw, l(0,0,0,0)
  loop
    ige r4.x, r3.w, l(16)
    breakc_nz r4.x
    itof r4.x, r3.w
    mul r4.x, r4.x, l(0.0666666701)
    mul r4.xy, r4.xxxx, cb0[3].zwzz
    mad r4.zw, r1.zzzw, r4.xxxy, r1.xxxy
    mad r4.xy, r0.xyxx, r4.xyxx, r4.zwzz
    sample_l_indexable(texture2d)(float,float,float,float) r4.xyz, r4.xyxx, t3.xyzw, s3, l(0.000000)
    mad r3.xyz, r4.xyzx, r2.wwww, r3.xyzx
    iadd r3.w, r3.w, l(1)
    mul r2.w, r2.w, l(0.850000)
  endloop
  mul r3.xyz, r3.xyzx, l(0.162030965, 0.162030965, 0.162030965, 0.000000)
else
  mad r0.xy, r0.xyxx, cb0[3].zwzz, r1.xyxx
  sample_l_indexable(texture2d)(float,float,float,float) r3.xyz, r0.xyxx, t3.xyzw, s3, l(0.000000)
endif
dp3 r0.x, r3.xyzx, l(0.300000, 0.600000, 0.100000, 0.000000)
add r1.xyz, -r3.xyzx, r0.xxxx
mad r1.xyz, cb1[3].wwww, r1.xyzx, r3.xyzx
mul r1.xyz, r1.xyzx, cb1[4].xxxx
add r3.xyz, cb1[4].yyyy, -cb1[5].xyzx
mad_sat r1.xyz, r1.xyzx, r3.xyzx, cb1[5].xyzx
mad r3.xyz, cb1[7].xyzx, r1.xyzx, -r1.xyzx
mad r1.xyz, cb1[7].wwww, r3.xyzx, r1.xyzx
mul r0.xy, cb1[8].zwzz, cb1[8].yzyy
mul r1.w, r0.x, cb1[8].w
ftou r2.w, r1.w
iadd r3.x, r2.w, l(1)
ftou r0.y, r0.y
udiv null, r0.y, r3.x, r0.y
frc r0.zw, r0.zzzw
div r0.zw, r0.zzzw, cb1[8].wwwz
div r3.xy, l(1.000000, 1.000000, 1.000000, 1.000000), cb1[8].wzww
add r3.xy, r3.xyxx, -cb1[9].xyxx
max r0.zw, r0.zzzw, cb1[9].xxxy
min r0.zw, r3.xxxy, r0.zzzw
ftou r3.x, cb1[8].w
udiv r4.x, r5.x, r2.w, r3.x
utof r2.w, r5.x
div r2.w, r2.w, cb1[8].w
add r5.x, r0.z, r2.w
utof r2.w, r4.x
div r2.w, r2.w, cb1[8].z
add r5.y, r0.w, r2.w
udiv r3.x, r4.x, r0.y, r3.x
utof r0.y, r4.x
div r0.y, r0.y, cb1[8].w
add r4.x, r0.y, r0.z
utof r0.y, r3.x
div r0.y, r0.y, cb1[8].z
add r4.y, r0.y, r0.w
sample_l_indexable(texture2d)(float,float,float,float) r3.xyzw, r5.xyxx, t2.xyzw, s2, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r4.xyzw, r4.xyxx, t2.xyzw, s2, l(0.000000)
round_ni r0.y, r1.w
ftou r0.y, r0.y
utof r0.y, r0.y
mad r0.x, r0.x, cb1[8].w, -r0.y
add r4.xyzw, -r3.xyzw, r4.xyzw
mad r0.xyzw, r0.xxxx, r4.xyzw, r3.xyzw
mul r0.w, r0.w, cb1[9].z
add r0.xyz, -r1.xyzx, r0.xyzx
mad r0.xyz, r0.wwww, r0.xyzx, r1.xyzx
add r0.xyz, -r2.xyzx, r0.xyzx
mad r0.xyz, cb1[9].wwww, r0.xyzx, r2.xyzx
add r1.xyz, -r0.xyzx, cb1[10].yzwy
mad r0.xyz, cb1[10].xxxx, 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

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