//Water borders PS 3?
// ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 10:55:40 2023
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[9];
}




// 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,
  out float4 o1 : SV_TARGET1,
  out float4 o2 : SV_TARGET2)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  //v1.x-=stereo.x*(1-stereo.y/v0.w);
  
  r0.x = t0.SampleLevel(s0_s, v1.xy, 0).x;
  r0.xy = r0.xx * cb2[8].xy + cb2[8].zw;
  r0.x = r0.x / -r0.y;
  r0.x = abs(r0.x);
  r1.x = t0.SampleLevel(s0_s, v1.zy, 0).x;
  r1.xy = r1.xx * cb2[8].xy + cb2[8].zw;
  r1.x = r1.x / -r1.y;
  r0.y = abs(r1.x);
  r1.x = min(r0.x, r0.y);
  r1.y = t0.SampleLevel(s0_s, v1.xw, 0).x;
  r1.yz = r1.yy * cb2[8].xy + cb2[8].zw;
  r1.y = r1.y / -r1.z;
  r0.z = abs(r1.y);
  r1.x = min(r1.x, r0.z);
  r1.y = t0.SampleLevel(s0_s, v1.zw, 0).x;
  r1.yz = r1.yy * cb2[8].xy + cb2[8].zw;
  r1.y = r1.y / -r1.z;
  r0.w = abs(r1.y);
  o0.xyzw = min(r1.xxxx, r0.wwww);
  r1.x = max(r0.x, r0.y);
  o2.xyzw = dot(r0.xyzw, float4(0.25,0.25,0.25,0.25));
  r0.y = max(r1.x, r0.z);
  o1.xyzw = max(r0.yyyy, r0.wwww);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 10:55:40 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
//
//
// 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
// SV_TARGET                2   xyzw        2   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 2
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.xy, r0.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r0.x, r0.x, -r0.y
mov r0.x, |r0.x|
sample_l_indexable(texture2d)(float,float,float,float) r1.x, v1.zyzz, t0.xyzw, s0, l(0.000000)
mad r1.xy, r1.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r1.x, r1.x, -r1.y
mov r0.y, |r1.x|
min r1.x, r0.y, r0.x
sample_l_indexable(texture2d)(float,float,float,float) r1.y, v1.xwxx, t0.yxzw, s0, l(0.000000)
mad r1.yz, r1.yyyy, cb2[8].xxyx, cb2[8].zzwz
div r1.y, r1.y, -r1.z
mov r0.z, |r1.y|
min r1.x, r0.z, r1.x
sample_l_indexable(texture2d)(float,float,float,float) r1.y, v1.zwzz, t0.yxzw, s0, l(0.000000)
mad r1.yz, r1.yyyy, cb2[8].xxyx, cb2[8].zzwz
div r1.y, r1.y, -r1.z
mov r0.w, |r1.y|
min o0.xyzw, r0.wwww, r1.xxxx
max r1.x, r0.y, r0.x
dp4 o2.xyzw, r0.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
max r0.y, r0.z, r1.x
max o1.xyzw, r0.wwww, r0.yyyy
ret
// Approximately 0 instruction slots used

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