//Motion blur PS 1.
// ---- Created with 3Dmigoto v0.6.181 on Sat Dec 23 19:54:55 2023
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[33];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[5];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r10;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 prev = StereoParams.Load(int3(2,0,0));
  
  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.yz = v0.xy * cb2[9].xy + cb2[9].zw;
  
  r0.y-=stereo.x*(1-stereo.y/r0.x)/cb2[30].x;
  
  r1.xy = r0.yz * abs(r0.xx);
  r1.z = -abs(r0.x);
  r1.w = 1;
  r0.x = dot(r1.xyzw, cb2[10].xyzw);
  r0.y = dot(r1.xyzw, cb2[11].xyzw);
  r0.z = dot(r1.xyzw, cb2[12].xyzw);
  r0.w = 1;
  r1.x = dot(r0.xyzw, cb2[0].xyzw);
  r1.y = dot(r0.xyzw, cb2[1].xyzw);
  r1.z = dot(r0.xyzw, cb2[3].xyzw);
  
  r1.x+=stereo.x*(r1.z-stereo.y);
  
  r1.xy = r1.xy / r1.zz;
  r2.x = dot(r0.xyzw, cb0[1].xyzw);
  r2.y = dot(r0.xyzw, cb0[2].xyzw);
  r0.x = dot(r0.xyzw, cb0[4].xyzw);
  
  r2.x+=prev.x*(r0.x-prev.y);
  
  r0.xy = r2.xy / r0.xx;
  r0.xy = r1.xy + -r0.xy;
  o0.xy = r0.xy * cb0[0].zw + cb0[0].xy;
  o0.zw = float2(0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sat Dec 23 19:54:55 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// 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[5], immediateIndexed
dcl_constantbuffer CB2[13], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
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
mad r0.yz, v0.xxyx, cb2[9].xxyx, cb2[9].zzwz
mul r1.xy, |r0.xxxx|, r0.yzyy
mov r1.z, -|r0.x|
mov r1.w, l(1.000000)
dp4 r0.x, r1.xyzw, cb2[10].xyzw
dp4 r0.y, r1.xyzw, cb2[11].xyzw
dp4 r0.z, r1.xyzw, cb2[12].xyzw
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, cb2[0].xyzw
dp4 r1.y, r0.xyzw, cb2[1].xyzw
dp4 r1.z, r0.xyzw, cb2[3].xyzw
div r1.xy, r1.xyxx, r1.zzzz
dp4 r2.x, r0.xyzw, cb0[1].xyzw
dp4 r2.y, r0.xyzw, cb0[2].xyzw
dp4 r0.x, r0.xyzw, cb0[4].xyzw
div r0.xy, r2.xyxx, r0.xxxx
add r0.xy, -r0.xyxx, r1.xyxx
mad o0.xy, r0.xyxx, cb0[0].zwzz, cb0[0].xyxx
mov o0.zw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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