//Underwater fog PS.
// ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 23:44:12 2023
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[40];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[11];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  float4 v4 : TEXCOORD3,
  float4 v5 : TEXCOORD4,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v0.xy * cb2[9].xy + cb2[9].zw;
  r0.zw = v0.xy * cb2[7].xy + cb2[7].zw;
  r1.x = t0.SampleLevel(s1_s, r0.zw, 0).x;
  r2.xyzw = t1.Sample(s0_s, r0.zw).xyzw;
  r0.zw = r1.xx * cb2[8].xy + cb2[8].zw;
  r0.z = r0.z / -r0.w;
  
  r0.x-=stereo.x*(1-stereo.y/r0.z)/cb2[30].x;
  
  r1.xy = r0.xy * abs(r0.zz);
  r1.z = -abs(r0.z);
  r1.w = 1;
  r0.x = dot(r1.xyzw, v3.xyzw);
  r0.z = dot(r1.xyzw, v4.xyzw);
  r0.y = dot(r1.xyzw, v5.xyzw);
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = sqrt(r0.w);
  r0.xyz = r0.xyz * float3(1,1,2) + float3(0,0,1);
  r0.x = max(abs(r0.x), abs(r0.y));
  r0.x = max(r0.x, abs(r0.z));
  r0.x = 1 + -r0.x;
  r0.x = cmp(r0.x < 0);
  if (r0.x != 0) discard;
  r0.x = dot(v1.xyz, v1.xyz);
  r0.x = rsqrt(r0.x);
  r1.xyz = v1.xyz * r0.xxx;
  r1.w = 1;
  r0.x = dot(cb0[4].xyzw, r1.xyzw);
  r0.y = dot(cb0[5].xyzw, r1.xyzw);
  r0.z = dot(cb0[6].xyzw, r1.xyzw);
  r3.xyzw = r1.xyzz * r1.yzzx;
  r4.x = dot(cb0[7].xyzw, r3.xyzw);
  r4.y = dot(cb0[8].xyzw, r3.xyzw);
  r4.z = dot(cb0[9].xyzw, r3.xyzw);
  r0.xyz = r4.xyz + r0.xyz;
  r1.y = r1.y * r1.y;
  r1.x = r1.x * r1.x + -r1.y;
  r0.xyz = cb0[10].xyz * r1.xxx + r0.xyz;
  r0.xyz = cb0[1].xyz + r0.xyz;
  r0.xyz = cb0[0].xyz * r0.xyz;
  r1.xyz = cb0[3].xyz * -r0.www;
  r3.xyz = cb0[2].xyz * -r0.www;
  r3.xyz = exp2(r3.xyz);
  r1.xyz = exp2(r1.xyz);
  r0.xyz = -r0.xyz * r1.xyz + r0.xyz;
  o0.xyz = r2.xyz * r3.xyz + r0.xyz;
  o0.w = r2.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 23:44:12 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyz         1     NONE   float   xyz
// TEXCOORD                 1   xyz         2     NONE   float
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
//
// 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[11], immediateIndexed
dcl_constantbuffer CB2[10], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyz
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 5
mad r0.xy, v0.xyxx, cb2[9].xyxx, cb2[9].zwzz
mad r0.zw, v0.xxxy, cb2[7].xxxy, cb2[7].zzzw
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r0.zwzz, t0.xyzw, s1, l(0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.zwzz, t1.xyzw, s0
mad r0.zw, r1.xxxx, cb2[8].xxxy, cb2[8].zzzw
div r0.z, r0.z, -r0.w
mul r1.xy, |r0.zzzz|, r0.xyxx
mov r1.z, -|r0.z|
mov r1.w, l(1.000000)
dp4 r0.x, r1.xyzw, v3.xyzw
dp4 r0.z, r1.xyzw, v4.xyzw
dp4 r0.y, r1.xyzw, v5.xyzw
dp3 r0.w, r1.xyzx, r1.xyzx
sqrt r0.w, r0.w
mad r0.xyz, r0.xyzx, l(1.000000, 1.000000, 2.000000, 0.000000), l(0.000000, 0.000000, 1.000000, 0.000000)
max r0.x, |r0.y|, |r0.x|
max r0.x, |r0.z|, r0.x
add r0.x, -r0.x, l(1.000000)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
dp3 r0.x, v1.xyzx, v1.xyzx
rsq r0.x, r0.x
mul r1.xyz, r0.xxxx, v1.xyzx
mov r1.w, l(1.000000)
dp4 r0.x, cb0[4].xyzw, r1.xyzw
dp4 r0.y, cb0[5].xyzw, r1.xyzw
dp4 r0.z, cb0[6].xyzw, r1.xyzw
mul r3.xyzw, r1.yzzx, r1.xyzz
dp4 r4.x, cb0[7].xyzw, r3.xyzw
dp4 r4.y, cb0[8].xyzw, r3.xyzw
dp4 r4.z, cb0[9].xyzw, r3.xyzw
add r0.xyz, r0.xyzx, r4.xyzx
mul r1.y, r1.y, r1.y
mad r1.x, r1.x, r1.x, -r1.y
mad r0.xyz, cb0[10].xyzx, r1.xxxx, r0.xyzx
add r0.xyz, r0.xyzx, cb0[1].xyzx
mul r0.xyz, r0.xyzx, cb0[0].xyzx
mul r1.xyz, -r0.wwww, cb0[3].xyzx
mul r3.xyz, -r0.wwww, cb0[2].xyzx
exp r3.xyz, r3.xyzx
exp r1.xyz, r1.xyzx
mad r0.xyz, -r0.xyzx, r1.xyzx, r0.xyzx
mad o0.xyz, r2.xyzx, r3.xyzx, r0.xyzx
mov o0.w, r2.w
ret
// Approximately 0 instruction slots used

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