//Wave grenade lighting PS.
// ---- Created with 3Dmigoto v0.6.181 on Tue Dec 26 11:52:00 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[40];
}

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,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  float4 v4 : TEXCOORD3,
  float4 v5 : TEXCOORD4,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v0.xy * cb2[9].xy + cb2[9].zw;
  r0.zw = v0.xy * cb2[7].xy + cb2[7].zw;
  r1.x = t2.SampleLevel(s3_s, r0.zw, 0).x;
  r1.xy = r1.xx * cb2[8].xy + cb2[8].zw;
  r1.x = r1.x / -r1.y;
  
  r0.x-=stereo.x*(1-stereo.y/r1.x)/cb2[30].x;
  
  r2.xy = abs(r1.xx) * r0.xy;
  r2.z = -abs(r1.x);
  r2.w = 1;
  r1.x = dot(r2.xyzw, v3.xyzw);
  r1.y = dot(r2.xyzw, v4.xyzw);
  r1.z = dot(r2.xyzw, v5.xyzw);
  r2.y = dot(r1.xyz, r1.xyz);
  r1.xyz = float3(5,5,5) * r1.xyz;
  r2.xz = float2(1,1) + -r2.yy;
  r0.x = cmp(r2.x < 0);
  r2.xz = saturate(r2.yz);
  r2.yw = r2.yy * cb0[0].xy + cb0[0].zw;
  r3.xyz = t3.SampleLevel(s0_s, r2.yw, 0).xyz;
  r0.y = dot(r3.xyz, r1.xyz);
  r0.y = frac(abs(r0.y));
  r0.y = r0.y * 2 + -1;
  r1.x = r2.x * r2.z;
  r1.x = 4 * r1.x;
  r1.x = min(1, r1.x);
  r0.y = r1.x * abs(r0.y);
  r0.y = r0.y * r0.y;
  r0.y = r0.y * r0.y;
  r1.xyzw = v1.xyzw * r0.yyyy;
  if (r0.x != 0) discard;
  r2.xyz = t0.SampleLevel(s1_s, r0.zw, 0).xyz;
  r0.xyz = t1.SampleLevel(s2_s, r0.zw, 0).xyz;
  r0.xyz = max(r2.xyz, r0.xyz);
  o0.xyz = r1.xyz * r0.xyz;
  o0.w = r1.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Tue Dec 26 11:52:00 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   xyz         2     NONE   float
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
//
// 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[1], immediateIndexed
dcl_constantbuffer CB2[10], 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_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 4
mad r0.xy, v0.xyxx, cb2[9].xyxx, cb2[9].zwzz
mad r0.zw, v0.xxxy, cb2[7].xxxy, cb2[7].zzzw
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r0.zwzz, t2.xyzw, s3, l(0.000000)
mad r1.xy, r1.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r1.x, r1.x, -r1.y
mul r2.xy, r0.xyxx, |r1.xxxx|
mov r2.z, -|r1.x|
mov r2.w, l(1.000000)
dp4 r1.x, r2.xyzw, v3.xyzw
dp4 r1.y, r2.xyzw, v4.xyzw
dp4 r1.z, r2.xyzw, v5.xyzw
dp3 r2.y, r1.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, l(5.000000, 5.000000, 5.000000, 0.000000)
add r2.xz, -r2.yyyy, l(1.000000, 0.000000, 1.000000, 0.000000)
lt r0.x, r2.x, l(0.000000)
mov_sat r2.xz, r2.yyzy
mad r2.yw, r2.yyyy, cb0[0].xxxy, cb0[0].zzzw
sample_l_indexable(texture2d)(float,float,float,float) r3.xyz, r2.ywyy, t3.xyzw, s0, l(0.000000)
dp3 r0.y, r3.xyzx, r1.xyzx
frc r0.y, |r0.y|
mad r0.y, r0.y, l(2.000000), l(-1.000000)
mul r1.x, r2.z, r2.x
mul r1.x, r1.x, l(4.000000)
min r1.x, r1.x, l(1.000000)
mul r0.y, |r0.y|, r1.x
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.y
mul r1.xyzw, r0.yyyy, v1.xyzw
discard_nz r0.x
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r0.zwzz, t0.xyzw, s1, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.xyz, r0.zwzz, t1.xyzw, s2, l(0.000000)
max r0.xyz, r0.xyzx, r2.xyzx
mul o0.xyz, r0.xyzx, r1.xyzx
mov o0.w, r1.w
ret
// Approximately 0 instruction slots used

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