//Be the zombie lighting PS 1. No realistic specular to avoid some issues.
// ---- Created with 3Dmigoto v0.6.181 on Thu Dec 28 12:36:26 2023
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 cb2 : register(b2)
{
  float4 cb2[39];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[1];
}




// 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;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = t3.SampleLevel(s3_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);
  
  v1.x-=stereo.x*(1-stereo.y/r0.x)/cb2[30].x;
  
  r0.xyz = v1.xyz * abs(r0.xxx);
  r0.w = dot(-r0.xyz, -r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = -r0.xyz * r0.www;
  r1.xyz = r0.xyz + r0.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r2.xyz = t0.SampleLevel(s0_s, v2.xy, 0).xyz;
  r2.xyz = r2.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r1.x = dot(r2.xyz, r1.xyz);
  r1.z = dot(r0.xyz, r2.xyz);
  r1.y = saturate(r1.z);
  r0.xyz = max(float3(0.00999999978,0.00999999978,0.00999999978), r1.xyz);
  r1.xy = t1.SampleLevel(s1_s, v2.xy, 0).yz;
  r2.xy = t2.SampleLevel(s2_s, v2.xy, 0).yz;
  r1.xy = max(r2.yx, r1.yx);
  r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
  r0.w = abs(r1.y) * 2 + -1;
  r1.x = 1 + -abs(r1.x);
  r1.x = r1.x * r1.x;
  r1.xyw = cb0[0].xyz * r1.xxx + cb0[0].www;
  r0.w = abs(r0.w) * 2 + -1;
  r0.w = 3 + -abs(r0.w);
  r0.xw = r0.xw * r0.xw;
  r0.w = r0.w * 0.997500002 + 0.00249999994;
  r2.x = r0.w * r0.w + -1;
  r0.x = r0.x * r2.x + 1;
  r0.x = r0.x * r0.x;
  r0.x = 4 * r0.x;
  r2.xy = r0.ww * float2(0.797884583,-0.797884583) + float2(0,1);
  r0.yz = r0.yz * r2.yy + r2.xx;
  r0.yw = r0.yw * r0.zw;
  r0.x = r0.x * r0.y;
  r0.x = r0.w / r0.x;
  r0.x = saturate(r0.x * r1.z);
  o0.xyz = r0.xxx * r1.xyw;
  o0.w = 0;
  o1.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Thu Dec 28 12:36:26 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[1], immediateIndexed
dcl_constantbuffer CB2[9], 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 linear v1.xyz
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_temps 3
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t3.xyzw, s3, 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
dp3 r0.w, -r0.xyzx, -r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, -r0.xyzx
add r1.xyz, r0.xyzx, r0.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, v2.xyxx, t0.xyzw, s0, l(0.000000)
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
dp3 r1.x, r2.xyzx, r1.xyzx
dp3 r1.z, r0.xyzx, r2.xyzx
mov_sat r1.y, r1.z
max r0.xyz, r1.xyzx, l(0.010000, 0.010000, 0.010000, 0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.xy, v2.xyxx, t1.yzxw, s1, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xy, v2.xyxx, t2.yzxw, s2, l(0.000000)
max r1.xy, r1.yxyy, r2.yxyy
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r0.w, |r1.y|, l(2.000000), l(-1.000000)
add r1.x, -|r1.x|, l(1.000000)
mul r1.x, r1.x, r1.x
mad r1.xyw, cb0[0].xyxz, r1.xxxx, cb0[0].wwww
mad r0.w, |r0.w|, l(2.000000), l(-1.000000)
add r0.w, -|r0.w|, l(3.000000)
mul r0.xw, r0.xxxw, r0.xxxw
mad r0.w, r0.w, l(0.997500), l(0.002500)
mad r2.x, r0.w, r0.w, l(-1.000000)
mad r0.x, r0.x, r2.x, l(1.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, l(4.000000)
mad r2.xy, r0.wwww, l(0.797884583, -0.797884583, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000)
mad r0.yz, r0.yyzy, r2.yyyy, r2.xxxx
mul r0.yw, r0.zzzw, r0.yyyw
mul r0.x, r0.y, r0.x
div r0.x, r0.w, r0.x
mul_sat r0.x, r1.z, r0.x
mul o0.xyz, r1.xywx, r0.xxxx
mov o0.w, l(0)
mov o1.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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