//Sun light shafts VS. In the sky.
// ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 01:20:57 2023
cbuffer cb2 : register(b2)
{
  float4 cb2[34];
}

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 : POSITION0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float2 o2 : TEXCOORD1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v0.xy;
  r0.w = v0.z * v0.z;
  r0.z = r0.w * r0.w;
  r1.xyz = r0.xyz * cb0[0].xyz + cb0[1].xyz;
  o1.xyz = cb0[2].xyz * r0.zzz;
  r1.w = v0.w;
  
  //r1.x+=stereo.x*2560.0*10;
  
  r0.x = dot(r1.xyzw, cb0[3].xyzw);
  r0.y = dot(r1.xyzw, cb0[4].xyzw);
  r0.z = dot(r1.xyzw, cb0[5].xyzw);
  r0.w = dot(r1.xyzw, cb0[6].xyzw);
  r1.x = dot(r0.xyzw, cb2[3].xyzw);
  
  //r0.x+=stereo.x*-r1.x;
  
  o0.w = r1.x;
  o1.w = r1.x;
  o0.x = dot(r0.xyzw, cb2[0].xyzw);
  o0.y = dot(r0.xyzw, cb2[1].xyzw);
  o0.z = dot(r0.xyzw, cb2[2].xyzw);
  
  //o0.x+=stereo.x*(o0.w-stereo.y)*0.3333;
  //o0.x+=stereo.x*1280.0;
  
  o0.x+=stereo.x*(o0.w-stereo.y);
  
  r0.xyw = v0.xyw;
  r0.z = -1;
  r0.xyz = r0.xyz * cb0[0].xyz + cb0[1].xyz;
  r1.x = dot(r0.xyzw, cb0[3].xyzw);
  r1.y = dot(r0.xyzw, cb0[4].xyzw);
  r1.z = dot(r0.xyzw, cb0[5].xyzw);
  r1.w = dot(r0.xyzw, cb0[6].xyzw);
  r0.x = dot(r1.xyzw, cb2[0].xyzw);
  r0.y = dot(r1.xyzw, cb2[1].xyzw);
  r0.z = dot(r1.xyzw, cb2[3].xyzw);
  
  r0.x+=stereo.x*(r0.z-stereo.y);
  
  r0.xy = r0.xy / r0.zz;
  o2.xy = r0.xy * float2(0.5,-0.5) + float2(0.5,0.5);
  
  //o2.x+=stereo.x*0.5;
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 01:20:57 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xy          2     NONE   float   xy
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[7], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_temps 2
mov r0.xy, v0.xyxx
mul r0.w, v0.z, v0.z
mul r0.z, r0.w, r0.w
mad r1.xyz, r0.xyzx, cb0[0].xyzx, cb0[1].xyzx
mul o1.xyz, r0.zzzz, cb0[2].xyzx
mov r1.w, v0.w
dp4 r0.x, r1.xyzw, cb0[3].xyzw
dp4 r0.y, r1.xyzw, cb0[4].xyzw
dp4 r0.z, r1.xyzw, cb0[5].xyzw
dp4 r0.w, r1.xyzw, cb0[6].xyzw
dp4 r1.x, r0.xyzw, cb2[3].xyzw
mov o0.w, r1.x
mov o1.w, r1.x
dp4 o0.x, r0.xyzw, cb2[0].xyzw
dp4 o0.y, r0.xyzw, cb2[1].xyzw
dp4 o0.z, r0.xyzw, cb2[2].xyzw
mov r0.xyw, v0.xyxw
mov r0.z, l(-1.000000)
mad r0.xyz, r0.xyzx, cb0[0].xyzx, cb0[1].xyzx
dp4 r1.x, r0.xyzw, cb0[3].xyzw
dp4 r1.y, r0.xyzw, cb0[4].xyzw
dp4 r1.z, r0.xyzw, cb0[5].xyzw
dp4 r1.w, r0.xyzw, cb0[6].xyzw
dp4 r0.x, r1.xyzw, cb2[0].xyzw
dp4 r0.y, r1.xyzw, cb2[1].xyzw
dp4 r0.z, r1.xyzw, cb2[3].xyzw
div r0.xy, r0.xyxx, r0.zzzz
mad o2.xy, r0.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
ret
// Approximately 0 instruction slots used

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