//Distant water PS in expansion, screen speed reflections.
// ---- Created with 3Dmigoto v0.6.181 on Thu Dec 28 17:53:05 2023
Texture2D<float4> t7 : register(t7);

TextureCube<float4> t6 : register(t6);

Texture2D<float4> t5 : register(t5);

Texture2D<float4> t4 : register(t4);

Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s10_s : register(s10);

SamplerState s9_s : register(s9);

SamplerState s8_s : register(s8);

SamplerState s7_s : register(s7);

SamplerState s6_s : register(s6);

SamplerState s5_s : register(s5);

SamplerState s4_s : register(s4);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[34];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[13];
}




// 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,
  float2 v6 : TEXCOORD5,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 prev = StereoParams.Load(int3(2,0,0));
  
  r0.xy = v0.xy * cb2[7].xy + cb2[7].zw;
  r0.z = t7.SampleLevel(s10_s, r0.xy, 0).x;
  r0.z = v1.z + r0.z;
  r0.z = 1 + r0.z;
  r0.z = cmp(r0.z < 0);
  if (r0.z != 0) discard;
  r0.zw = t1.Sample(s4_s, v4.zw).yw;
  r0.zw = r0.wz * float2(2,2) + float2(-1,-1);
  r1.x = dot(r0.zw, cb0[1].xy);
  r1.z = dot(r0.wz, cb0[1].xz);
  r0.zw = t2.Sample(s5_s, v3.xy).yw;
  r0.zw = r0.wz * float2(2,2) + float2(-1,-1);
  r2.x = dot(r0.zw, cb0[2].xy);
  r2.z = dot(r0.wz, cb0[2].xz);
  r0.zw = r2.xz + r1.xz;
  r1.xy = t3.Sample(s6_s, v3.zw).yw;
  r1.xy = r1.yx * float2(2,2) + float2(-1,-1);
  r2.x = dot(r1.xy, cb0[3].xy);
  r2.z = dot(r1.yx, cb0[3].xz);
  r0.zw = r2.xz + r0.zw;
  r1.xy = t4.Sample(s7_s, v4.xy).yw;
  r1.xy = r1.yx * float2(2,2) + float2(-1,-1);
  r2.x = dot(r1.xy, cb0[4].xy);
  r2.z = dot(r1.yx, cb0[4].xz);
  r0.zw = r2.xz + r0.zw;
  r0.xy = t5.SampleLevel(s8_s, r0.xy, 0).xy;
  r0.xy = r0.xy * float2(2,2) + r0.zw;
  r0.xz = float2(-1,-1) + r0.xy;
  r0.y = 1;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r0.w = dot(v2.xyz, r0.xyz);
  r0.w = r0.w + r0.w;
  r0.xyz = r0.xyz * -r0.www + v2.xyz;
  r1.x = dot(r0.xyz, cb2[4].xyz);
  r1.y = dot(r0.xyz, cb2[5].xyz);
  r1.z = dot(r0.xyz, cb2[6].xyz);
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r0.xyz * r0.www;
  r2.w = 1;
  r3.x = dot(cb0[6].xyzw, r2.xyzw);
  r3.y = dot(cb0[7].xyzw, r2.xyzw);
  r3.z = dot(cb0[8].xyzw, r2.xyzw);
  r4.xyzw = r2.xyzz * r2.yzzx;
  r5.x = dot(cb0[9].xyzw, r4.xyzw);
  r5.y = dot(cb0[10].xyzw, r4.xyzw);
  r5.z = dot(cb0[11].xyzw, r4.xyzw);
  r0.w = r2.y * r2.y;
  r0.w = r2.x * r2.x + -r0.w;
  r2.xyz = r5.xyz + r3.xyz;
  r2.xyz = cb0[12].xyz * r0.www + r2.xyz;
  r2.xyz = cb0[5].xyz * r2.xyz;
  r0.x = t6.SampleLevel(s9_s, r0.xyz, 0).y;
  r0.yzw = r2.xyz * r0.xxx;
  r3.xyzw = r1.xyzz * float4(1,1,1,0) + v1.xyzw;
  r1.w = dot(r3.xyzw, cb2[11].xyzw);
  r1.w = cmp(v2.w < r1.w);
  if (r1.w != 0) {
    r1.w = dot(v2.xyz, v2.xyz);
    r1.w = sqrt(r1.w);
    r1.w = cb0[0].x * r1.w;
    r1.xyz = r1.xyz * r1.www;
    r3.w = v1.w;
    r1.w = 0;
    r3.xyz = v1.xyz;
    r2.w = 1;
    r4.x = 0;
    while (true) {
      r4.y = cmp((int)r4.x >= 12);
      if (r4.y != 0) break;
      r3.xyz = r1.xyz * r2.www + r3.xyz;
      r5.x = dot(r3.xyzw, cb2[30].xyzw);
      r5.y = dot(r3.xyzw, cb2[31].xyzw);
      r4.y = dot(r3.xyzw, cb2[33].xyzw);
	  
	  r5.x+=stereo.x*(r4.y-stereo.y);
	  
      r4.yz = r5.xy / r4.yy;
      r4.yz = r4.yz * float2(0.5,-0.5) + float2(0.5,0.5);
      r1.w = t7.SampleLevel(s10_s, r4.yz, 0).x;
      r4.y = cmp(r1.w < -r3.z);
      r4.y = r4.y ? 0 : r2.w;
      r4.z = cmp(r1.w < -v1.z);
      r2.w = r4.z ? 2 : r4.y;
      r4.x = (int)r4.x + 1;
    }
    r1.w = cmp(r1.w < -r3.z);
    r1.w = r1.w ? -0.5 : 0.5;
    r1.xyz = r1.xyz * r1.www + r3.xyz;
    r1.w = v1.w;
    r3.x = dot(r1.xyzw, cb2[30].xyzw);
    r3.y = dot(r1.xyzw, cb2[31].xyzw);
    r1.x = dot(r1.xyzw, cb2[33].xyzw);
	
	r3.x+=stereo.x*(r1.x-stereo.y);
	
    r1.xy = r3.xy / r1.xx;
    r1.xy = r1.xy * float2(0.5,-0.5) + float2(0.5,0.5);
    r1.z = t7.SampleLevel(s10_s, r1.xy, 0).x;
    r3.xyz = t0.SampleLevel(s0_s, r1.xy, 0).xyz;
    r1.x = r1.y * 2 + -1;
    r1.x = min(1, abs(r1.x));
    r1.x = r1.x * 2 + -1;
    r1.x = max(0, r1.x);
    r1.y = cmp(r1.z < -v1.z);
    r1.x = r1.y ? 1 : r1.x;
    r1.yzw = r2.xyz * r0.xxx + -r3.xyz;
    r0.yzw = r1.xxx * r1.yzw + r3.xyz;
  }
  o0.xyz = r0.yzw;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Thu Dec 28 17:53:05 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float
// TEXCOORD                 5   xy          6     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[13], immediateIndexed
dcl_constantbuffer CB2[34], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_sampler s7, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, mode_default
dcl_sampler s10, 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_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texturecube (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 6
mad r0.xy, v0.xyxx, cb2[7].xyxx, cb2[7].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t7.yzxw, s10, l(0.000000)
add r0.z, r0.z, v1.z
add r0.z, r0.z, l(1.000000)
lt r0.z, r0.z, l(0.000000)
discard_nz r0.z
sample_indexable(texture2d)(float,float,float,float) r0.zw, v4.zwzz, t1.xzyw, s4
mad r0.zw, r0.wwwz, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
dp2 r1.x, r0.zwzz, cb0[1].xyxx
dp2 r1.z, r0.wzww, cb0[1].xzxx
sample_indexable(texture2d)(float,float,float,float) r0.zw, v3.xyxx, t2.xzyw, s5
mad r0.zw, r0.wwwz, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
dp2 r2.x, r0.zwzz, cb0[2].xyxx
dp2 r2.z, r0.wzww, cb0[2].xzxx
add r0.zw, r1.xxxz, r2.xxxz
sample_indexable(texture2d)(float,float,float,float) r1.xy, v3.zwzz, t3.ywxz, s6
mad r1.xy, r1.yxyy, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r2.x, r1.xyxx, cb0[3].xyxx
dp2 r2.z, r1.yxyy, cb0[3].xzxx
add r0.zw, r0.zzzw, r2.xxxz
sample_indexable(texture2d)(float,float,float,float) r1.xy, v4.xyxx, t4.ywxz, s7
mad r1.xy, r1.yxyy, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r2.x, r1.xyxx, cb0[4].xyxx
dp2 r2.z, r1.yxyy, cb0[4].xzxx
add r0.zw, r0.zzzw, r2.xxxz
sample_l_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t5.xyzw, s8, l(0.000000)
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r0.zwzz
add r0.xz, r0.xxyx, l(-1.000000, 0.000000, -1.000000, 0.000000)
mov r0.y, l(1.000000)
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, v2.xyzx, r0.xyzx
add r0.w, r0.w, r0.w
mad r0.xyz, r0.xyzx, -r0.wwww, v2.xyzx
dp3 r1.x, r0.xyzx, cb2[4].xyzx
dp3 r1.y, r0.xyzx, cb2[5].xyzx
dp3 r1.z, r0.xyzx, cb2[6].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r0.xyzx
mov r2.w, l(1.000000)
dp4 r3.x, cb0[6].xyzw, r2.xyzw
dp4 r3.y, cb0[7].xyzw, r2.xyzw
dp4 r3.z, cb0[8].xyzw, r2.xyzw
mul r4.xyzw, r2.yzzx, r2.xyzz
dp4 r5.x, cb0[9].xyzw, r4.xyzw
dp4 r5.y, cb0[10].xyzw, r4.xyzw
dp4 r5.z, cb0[11].xyzw, r4.xyzw
mul r0.w, r2.y, r2.y
mad r0.w, r2.x, r2.x, -r0.w
add r2.xyz, r3.xyzx, r5.xyzx
mad r2.xyz, cb0[12].xyzx, r0.wwww, r2.xyzx
mul r2.xyz, r2.xyzx, cb0[5].xyzx
sample_l_indexable(texturecube)(float,float,float,float) r0.x, r0.xyzx, t6.yxzw, s9, l(0.000000)
mul r0.yzw, r0.xxxx, r2.xxyz
mad r3.xyzw, r1.xyzz, l(1.000000, 1.000000, 1.000000, 0.000000), v1.xyzw
dp4 r1.w, r3.xyzw, cb2[11].xyzw
lt r1.w, v2.w, r1.w
if_nz r1.w
  dp3 r1.w, v2.xyzx, v2.xyzx
  sqrt r1.w, r1.w
  mul r1.w, r1.w, cb0[0].x
  mul r1.xyz, r1.wwww, r1.xyzx
  mov r3.w, v1.w
  mov r1.w, l(0)
  mov r3.xyz, v1.xyzx
  mov r2.w, l(1.000000)
  mov r4.x, l(0)
  loop
    ige r4.y, r4.x, l(12)
    breakc_nz r4.y
    mad r3.xyz, r1.xyzx, r2.wwww, r3.xyzx
    dp4 r5.x, r3.xyzw, cb2[30].xyzw
    dp4 r5.y, r3.xyzw, cb2[31].xyzw
    dp4 r4.y, r3.xyzw, cb2[33].xyzw
    div r4.yz, r5.xxyx, r4.yyyy
    mad r4.yz, r4.yyzy, l(0.000000, 0.500000, -0.500000, 0.000000), l(0.000000, 0.500000, 0.500000, 0.000000)
    sample_l_indexable(texture2d)(float,float,float,float) r1.w, r4.yzyy, t7.yzwx, s10, l(0.000000)
    lt r4.y, r1.w, -r3.z
    movc r4.y, r4.y, l(0), r2.w
    lt r4.z, r1.w, -v1.z
    movc r2.w, r4.z, l(2.000000), r4.y
    iadd r4.x, r4.x, l(1)
  endloop
  lt r1.w, r1.w, -r3.z
  movc r1.w, r1.w, l(-0.500000), l(0.500000)
  mad r1.xyz, r1.xyzx, r1.wwww, r3.xyzx
  mov r1.w, v1.w
  dp4 r3.x, r1.xyzw, cb2[30].xyzw
  dp4 r3.y, r1.xyzw, cb2[31].xyzw
  dp4 r1.x, r1.xyzw, cb2[33].xyzw
  div r1.xy, r3.xyxx, r1.xxxx
  mad r1.xy, r1.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  sample_l_indexable(texture2d)(float,float,float,float) r1.z, r1.xyxx, t7.yzxw, s10, l(0.000000)
  sample_l_indexable(texture2d)(float,float,float,float) r3.xyz, r1.xyxx, t0.xyzw, s0, l(0.000000)
  mad r1.x, r1.y, l(2.000000), l(-1.000000)
  min r1.x, |r1.x|, l(1.000000)
  mad r1.x, r1.x, l(2.000000), l(-1.000000)
  max r1.x, r1.x, l(0.000000)
  lt r1.y, r1.z, -v1.z
  movc r1.x, r1.y, l(1.000000), r1.x
  mad r1.yzw, r2.xxyz, r0.xxxx, -r3.xxyz
  mad r0.yzw, r1.xxxx, r1.yyzw, r3.xxyz
endif
mov o0.xyz, r0.yzwy
mov o0.w, l(0)
ret
// Approximately 0 instruction slots used

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