//Underwater screen space reflections. Indoors.
// ---- Created with 3Dmigoto v0.6.181 on Mon Dec 25 13:38:24 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,
  float4 v6 : TEXCOORD5,
  float4 v7 : TEXCOORD6,
  float4 v8 : TEXCOORD7,
  float4 v9 : TEXCOORD8,
  float4 v10 : TEXCOORD9,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
  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, v5.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, v4.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, v4.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, v5.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;
  r1.xy = t5.SampleLevel(s8_s, r0.xy, 0).xy;
  r0.zw = r1.xy * float2(2,2) + r0.zw;
  r1.xz = float2(-1,-1) + r0.zw;
  r1.yw = float2(1,1);
  r0.z = dot(r1.xyz, r1.xyz);
  r0.z = rsqrt(r0.z);
  r1.xyz = r1.xyz * r0.zzz;
  r0.z = dot(v3.xyz, -r1.xyz);
  r0.z = r0.z + r0.z;
  r1.xyz = r1.xyz * r0.zzz + v3.xyz;
  r2.x = dot(r1.xyz, cb2[4].xyz);
  r2.y = dot(r1.xyz, cb2[5].xyz);
  r2.z = dot(r1.xyz, cb2[6].xyz);
  r0.z = dot(r2.xyz, r2.xyz);
  r0.z = rsqrt(r0.z);
  r2.xyz = r2.xyz * r0.zzz;
  r0.z = dot(r1.xyz, r1.xyz);
  r0.z = rsqrt(r0.z);
  r1.xyz = r1.xyz * r0.zzz;
  r3.x = dot(cb0[6].xyzw, r1.xyzw);
  r3.y = dot(cb0[7].xyzw, r1.xyzw);
  r3.z = dot(cb0[8].xyzw, r1.xyzw);
  r4.xyzw = r1.xyzz * r1.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.z = r1.y * r1.y;
  r0.z = r1.x * r1.x + -r0.z;
  r3.xyz = r5.xyz + r3.xyz;
  r3.xyz = cb0[12].xyz * r0.zzz + r3.xyz;
  r3.xyz = cb0[5].xyz * r3.xyz;
  r4.x = dot(r1.xyz, v8.xyz);
  r4.y = dot(r1.xyz, v9.xyz);
  r4.z = dot(r1.xyz, v10.xyz);
  r1.xyz = cmp(float3(0,0,0) < r4.xyz);
  r1.xyz = r1.xyz ? float3(1,1,1) : float3(-1,-1,-1);
  r5.xyz = cmp(r4.xyz == float3(0,0,0));
  r6.xyz = float3(0.00392156886,0.00392156886,0.00392156886) + r4.xyz;
  r5.xyz = r5.xyz ? r6.xyz : r4.xyz;
  r1.xyz = -v2.xyz + r1.xyz;
  r1.xyz = r1.xyz / r5.xyz;
  r0.z = min(r1.x, r1.y);
  r0.z = min(r0.z, r1.z);
  r1.xyz = r4.xyz * r0.zzz + v2.xyz;
  r0.z = t6.SampleLevel(s9_s, r1.xyz, 0).y;
  r1.xyz = r3.xyz * r0.zzz;
  r4.xyzw = r2.xyzz * float4(1,1,1,0) + v1.xyzw;
  r0.w = dot(r4.xyzw, cb2[11].xyzw);
  r0.w = cmp(r0.w < v2.w);
  if (r0.w != 0) {
    r0.w = dot(v3.xyz, v3.xyz);
    r0.w = sqrt(r0.w);
    r0.w = cb0[0].x * r0.w;
    r2.xyz = r2.xyz * r0.www;
    r4.w = v1.w;
    r0.w = 0;
    r4.xyz = v1.xyz;
    r1.w = 1;
    r5.xy = r0.xy;
    r2.w = 0;
    while (true) {
      r3.w = cmp((int)r2.w >= 12);
      if (r3.w != 0) break;
      r4.xyz = r2.xyz * r1.www + r4.xyz;
      r6.x = dot(r4.xyzw, cb2[30].xyzw);
      r6.y = dot(r4.xyzw, cb2[31].xyzw);
      r3.w = dot(r4.xyzw, cb2[33].xyzw);
	  
	  r6.x+=stereo.x*(r3.w-stereo.y);
	  
      r5.zw = r6.xy / r3.ww;
      r5.xy = r5.zw * float2(0.5,-0.5) + float2(0.5,0.5);
      r0.w = t7.SampleLevel(s10_s, r5.xy, 0).x;
      r3.w = cmp(r0.w < -r4.z);
      r3.w = r3.w ? 0 : r1.w;
      r5.z = cmp(r0.w < -v1.z);
      r1.w = r5.z ? 2 : r3.w;
      r2.w = (int)r2.w + 1;
    }
    r6.w = v1.w;
    r0.x = r0.w;
    r6.xyz = r4.xyz;
    r0.y = 1;
    r7.xy = r5.xy;
    r1.w = 0;
    while (true) {
      r2.w = cmp((int)r1.w >= 5);
      if (r2.w != 0) break;
      r2.w = cmp(r0.x < -r6.z);
      r2.w = r2.w ? -0.5 : 0.5;
      r0.y = r2.w * abs(r0.y);
      r6.xyz = r2.xyz * r0.yyy + r6.xyz;
      r8.x = dot(r6.xyzw, cb2[30].xyzw);
      r8.y = dot(r6.xyzw, cb2[31].xyzw);
      r2.w = dot(r6.xyzw, cb2[33].xyzw);
	  
	  r8.x+=stereo.x*(r2.w-stereo.y);
	  
      r5.zw = r8.xy / r2.ww;
      r7.xy = r5.zw * float2(0.5,-0.5) + float2(0.5,0.5);
      r0.x = t7.SampleLevel(s10_s, r7.xy, 0).x;
      r1.w = (int)r1.w + 1;
    }
    r2.xyz = t0.SampleLevel(s0_s, r7.xy, 0).xyz;
    r0.y = r7.y * 2 + -1;
    r0.y = min(1, abs(r0.y));
    r0.y = r0.y * 2 + -1;
    r0.y = max(0, r0.y);
    r0.x = cmp(r0.x < -v1.z);
    r0.x = r0.x ? 1 : r0.y;
    r0.yzw = r3.xyz * r0.zzz + -r2.xyz;
    r1.xyz = r0.xxx * r0.yzw + r2.xyz;
  }
  o0.xyz = r1.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Mon Dec 25 13:38:24 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   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float
// TEXCOORD                 6   xy          7     NONE   float
// TEXCOORD                 7   xyzw        8     NONE   float   xyz
// TEXCOORD                 8   xyzw        9     NONE   float   xyz
// TEXCOORD                 9   xyzw       10     NONE   float   xyz
//
//
// 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.xyz
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v8.xyz
dcl_input_ps linear v9.xyz
dcl_input_ps linear v10.xyz
dcl_output o0.xyzw
dcl_temps 9
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, v5.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, v4.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, v4.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, v5.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) r1.xy, r0.xyxx, t5.xyzw, s8, l(0.000000)
mad r0.zw, r1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), r0.zzzw
add r1.xz, r0.zzwz, l(-1.000000, 0.000000, -1.000000, 0.000000)
mov r1.yw, l(0,1.000000,0,1.000000)
dp3 r0.z, r1.xyzx, r1.xyzx
rsq r0.z, r0.z
mul r1.xyz, r0.zzzz, r1.xyzx
dp3 r0.z, v3.xyzx, -r1.xyzx
add r0.z, r0.z, r0.z
mad r1.xyz, r1.xyzx, r0.zzzz, v3.xyzx
dp3 r2.x, r1.xyzx, cb2[4].xyzx
dp3 r2.y, r1.xyzx, cb2[5].xyzx
dp3 r2.z, r1.xyzx, cb2[6].xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mul r2.xyz, r0.zzzz, r2.xyzx
dp3 r0.z, r1.xyzx, r1.xyzx
rsq r0.z, r0.z
mul r1.xyz, r0.zzzz, r1.xyzx
dp4 r3.x, cb0[6].xyzw, r1.xyzw
dp4 r3.y, cb0[7].xyzw, r1.xyzw
dp4 r3.z, cb0[8].xyzw, r1.xyzw
mul r4.xyzw, r1.yzzx, r1.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.z, r1.y, r1.y
mad r0.z, r1.x, r1.x, -r0.z
add r3.xyz, r3.xyzx, r5.xyzx
mad r3.xyz, cb0[12].xyzx, r0.zzzz, r3.xyzx
mul r3.xyz, r3.xyzx, cb0[5].xyzx
dp3 r4.x, r1.xyzx, v8.xyzx
dp3 r4.y, r1.xyzx, v9.xyzx
dp3 r4.z, r1.xyzx, v10.xyzx
lt r1.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), r4.xyzx
movc r1.xyz, r1.xyzx, l(1.000000,1.000000,1.000000,0), l(-1.000000,-1.000000,-1.000000,0)
eq r5.xyz, r4.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r6.xyz, r4.xyzx, l(0.00392156886, 0.00392156886, 0.00392156886, 0.000000)
movc r5.xyz, r5.xyzx, r6.xyzx, r4.xyzx
add r1.xyz, r1.xyzx, -v2.xyzx
div r1.xyz, r1.xyzx, r5.xyzx
min r0.z, r1.y, r1.x
min r0.z, r1.z, r0.z
mad r1.xyz, r4.xyzx, r0.zzzz, v2.xyzx
sample_l_indexable(texturecube)(float,float,float,float) r0.z, r1.xyzx, t6.xzyw, s9, l(0.000000)
mul r1.xyz, r0.zzzz, r3.xyzx
mad r4.xyzw, r2.xyzz, l(1.000000, 1.000000, 1.000000, 0.000000), v1.xyzw
dp4 r0.w, r4.xyzw, cb2[11].xyzw
lt r0.w, r0.w, v2.w
if_nz r0.w
  dp3 r0.w, v3.xyzx, v3.xyzx
  sqrt r0.w, r0.w
  mul r0.w, r0.w, cb0[0].x
  mul r2.xyz, r0.wwww, r2.xyzx
  mov r4.w, v1.w
  mov r0.w, l(0)
  mov r4.xyz, v1.xyzx
  mov r1.w, l(1.000000)
  mov r5.xy, r0.xyxx
  mov r2.w, l(0)
  loop
    ige r3.w, r2.w, l(12)
    breakc_nz r3.w
    mad r4.xyz, r2.xyzx, r1.wwww, r4.xyzx
    dp4 r6.x, r4.xyzw, cb2[30].xyzw
    dp4 r6.y, r4.xyzw, cb2[31].xyzw
    dp4 r3.w, r4.xyzw, cb2[33].xyzw
    div r5.zw, r6.xxxy, r3.wwww
    mad r5.xy, r5.zwzz, 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) r0.w, r5.xyxx, t7.yzwx, s10, l(0.000000)
    lt r3.w, r0.w, -r4.z
    movc r3.w, r3.w, l(0), r1.w
    lt r5.z, r0.w, -v1.z
    movc r1.w, r5.z, l(2.000000), r3.w
    iadd r2.w, r2.w, l(1)
  endloop
  mov r6.w, v1.w
  mov r0.x, r0.w
  mov r6.xyz, r4.xyzx
  mov r0.y, l(1.000000)
  mov r7.xy, r5.xyxx
  mov r1.w, l(0)
  loop
    ige r2.w, r1.w, l(5)
    breakc_nz r2.w
    lt r2.w, r0.x, -r6.z
    movc r2.w, r2.w, l(-0.500000), l(0.500000)
    mul r0.y, |r0.y|, r2.w
    mad r6.xyz, r2.xyzx, r0.yyyy, r6.xyzx
    dp4 r8.x, r6.xyzw, cb2[30].xyzw
    dp4 r8.y, r6.xyzw, cb2[31].xyzw
    dp4 r2.w, r6.xyzw, cb2[33].xyzw
    div r5.zw, r8.xxxy, r2.wwww
    mad r7.xy, r5.zwzz, 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) r0.x, r7.xyxx, t7.xyzw, s10, l(0.000000)
    iadd r1.w, r1.w, l(1)
  endloop
  sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r7.xyxx, t0.xyzw, s0, l(0.000000)
  mad r0.y, r7.y, l(2.000000), l(-1.000000)
  min r0.y, |r0.y|, l(1.000000)
  mad r0.y, r0.y, l(2.000000), l(-1.000000)
  max r0.y, r0.y, l(0.000000)
  lt r0.x, r0.x, -v1.z
  movc r0.x, r0.x, l(1.000000), r0.y
  mad r0.yzw, r3.xxyz, r0.zzzz, -r2.xxyz
  mad r1.xyz, r0.xxxx, r0.yzwy, r2.xyzx
endif
mov o0.xyz, r1.xyzx
mov o0.w, l(0)
ret
// Approximately 0 instruction slots used

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