//Lighting PS 4.
// ---- Created with 3Dmigoto v0.6.181 on Sat Dec 23 20:47:32 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[43];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[7];
}




// 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,
  out float4 o1 : SV_TARGET1)
{
  float4 r0,r1,r2,r3,r4,r10;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = t1.SampleLevel(s1_s, v2.xy, 0).x;
  r0.xy = r0.xx * cb2[8].xy + cb2[8].zw;
  r0.x = r0.x / -r0.y;
  
  v1.x-=stereo.x/cb2[30].x;
  
  r10.xyz = v1.xyz * abs(r0.xxx);
  
  v1.x+=stereo.x*(stereo.y/r0.x)/cb2[30].x;
  
  r0.xyz = v1.xyz * abs(r0.xxx);
  r1.xyz = t0.SampleLevel(s0_s, v2.xy, 0).xyz;
  r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r0.w = dot(-r10.xyz, r1.xyz);
  r0.w = r0.w + r0.w;
  r0.xyz = r1.xyz * -r0.www + -r10.xyz;
  r2.x = dot(r0.xyz, cb2[10].xyz);
  r2.y = dot(r0.xyz, cb2[11].xyz);
  r2.z = dot(r0.xyz, cb2[12].xyz);
  r0.x = dot(r2.xyz, r2.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyzw = r2.xyzz * r0.xxxx;
  r2.xyzw = r0.xyzw * r0.ywzx;
  r3.x = dot(cb0[3].xyzw, r2.xyzw);
  r3.y = dot(cb0[4].xyzw, r2.xyzw);
  r3.z = dot(cb0[5].xyzw, r2.xyzw);
  r2.xyz = -r0.xyw;
  r2.w = 1;
  r4.x = dot(cb0[0].xyzw, r2.xyzw);
  r4.y = dot(cb0[1].xyzw, r2.xyzw);
  r4.z = dot(cb0[2].xyzw, r2.xyzw);
  r2.xyzw = r4.xyzz + r3.xyzz;
  r0.y = r0.y * r0.y;
  r0.x = r0.x * r0.x + -r0.y;
  o0.xyzw = cb0[6].xyzz * r0.xxxx + r2.xyzw;
  r0.z = dot(r1.xyz, cb2[12].xyz);
  r0.x = dot(r1.xyz, cb2[10].xyz);
  r0.y = dot(r1.xyz, cb2[11].xyz);
  r0.w = 1;
  r1.x = dot(cb0[0].xyzw, r0.xyzw);
  r1.y = dot(cb0[1].xyzw, r0.xyzw);
  r1.z = dot(cb0[2].xyzw, r0.xyzw);
  r2.xyzw = r0.xyzz * r0.yzzx;
  r0.y = r0.y * r0.y;
  r0.x = r0.x * r0.x + -r0.y;
  r3.x = dot(cb0[3].xyzw, r2.xyzw);
  r3.y = dot(cb0[4].xyzw, r2.xyzw);
  r3.z = dot(cb0[5].xyzw, r2.xyzw);
  r1.xyzw = r3.xyzz + r1.xyzz;
  o1.xyzw = cb0[6].xyzz * r0.xxxx + r1.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sat Dec 23 20:47:32 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyz         1     NONE   float   xyz
// TEXCOORD                 1   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
// SV_TARGET                1   xyzw        1   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[7], immediateIndexed
dcl_constantbuffer CB2[13], 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 linear v1.xyz
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_temps 5
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t1.xyzw, s1, l(0.000000)
mad r0.xy, r0.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r0.x, r0.x, -r0.y
mul r0.xyz, |r0.xxxx|, v1.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, v2.xyxx, t0.xyzw, s0, l(0.000000)
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
dp3 r0.w, -r0.xyzx, r1.xyzx
add r0.w, r0.w, r0.w
mad r0.xyz, r1.xyzx, -r0.wwww, -r0.xyzx
dp3 r2.x, r0.xyzx, cb2[10].xyzx
dp3 r2.y, r0.xyzx, cb2[11].xyzx
dp3 r2.z, r0.xyzx, cb2[12].xyzx
dp3 r0.x, r2.xyzx, r2.xyzx
rsq r0.x, r0.x
mul r0.xyzw, r0.xxxx, r2.xyzz
mul r2.xyzw, r0.ywzx, r0.xyzw
dp4 r3.x, cb0[3].xyzw, r2.xyzw
dp4 r3.y, cb0[4].xyzw, r2.xyzw
dp4 r3.z, cb0[5].xyzw, r2.xyzw
mov r2.xyz, -r0.xywx
mov r2.w, l(1.000000)
dp4 r4.x, cb0[0].xyzw, r2.xyzw
dp4 r4.y, cb0[1].xyzw, r2.xyzw
dp4 r4.z, cb0[2].xyzw, r2.xyzw
add r2.xyzw, r3.xyzz, r4.xyzz
mul r0.y, r0.y, r0.y
mad r0.x, r0.x, r0.x, -r0.y
mad o0.xyzw, cb0[6].xyzz, r0.xxxx, r2.xyzw
dp3 r0.z, r1.xyzx, cb2[12].xyzx
dp3 r0.x, r1.xyzx, cb2[10].xyzx
dp3 r0.y, r1.xyzx, cb2[11].xyzx
mov r0.w, l(1.000000)
dp4 r1.x, cb0[0].xyzw, r0.xyzw
dp4 r1.y, cb0[1].xyzw, r0.xyzw
dp4 r1.z, cb0[2].xyzw, r0.xyzw
mul r2.xyzw, r0.yzzx, r0.xyzz
mul r0.y, r0.y, r0.y
mad r0.x, r0.x, r0.x, -r0.y
dp4 r3.x, cb0[3].xyzw, r2.xyzw
dp4 r3.y, cb0[4].xyzw, r2.xyzw
dp4 r3.z, cb0[5].xyzw, r2.xyzw
add r1.xyzw, r1.xyzz, r3.xyzz
mad o1.xyzw, cb0[6].xyzz, r0.xxxx, r1.xyzw
ret
// Approximately 0 instruction slots used

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