//Distant fog PS.
// ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 18:31:50 2023
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

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[5];
}




// 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 float3 o0 : SV_TARGET0,
  out float3 o1 : SV_TARGET1)
{
  float4 r0,r1,r2,r13;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = t1.SampleLevel(s2_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;
	
  r13.xyz = v1.xyz * abs(r0.xxx);
	
  v1.x+=stereo.x*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);
  r1.xyz = -r0.xyz * r0.www;
  r0.x = dot(r0.xyz, r0.xyz);
  r0.x = sqrt(r0.x);
  r0.xyz = cb0[1].xyz * r0.xxx;
  r0.xyz = exp2(r0.xyz);
  r0.w = saturate(dot(-r1.xyz, cb0[0].xyz));
  r1.x = cb0[3].w * r0.w + cb0[4].x;
  r0.w = r0.w * r0.w;
  r0.w = r0.w * 0.238732412 + 0.238732412;
  r1.x = sqrt(r1.x);
  r1.y = r1.x * r1.x;
  r1.x = r1.y * r1.x;
  r1.xyz = cb0[3].xyz / r1.xxx;
  r1.xyz = cb0[2].xyz * r0.www + r1.xyz;
  r1.xyz = -r1.xyz * r0.xyz + r1.xyz;
  r2.xyz = t2.SampleLevel(s0_s, v2.xy, 0).xyz;
  r2.xyz = r2.xyz * r0.xyz;
  o1.xyz = r0.xyz;
  r0.xyz = t0.SampleLevel(s1_s, v2.xy, 0).xyz;
  o0.xyz = r2.xyz * r0.xyz + r1.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 18:31:50 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   xyz         0   TARGET   float   xyz
// SV_TARGET                1   xyz         1   TARGET   float   xyz
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[5], immediateIndexed
dcl_constantbuffer CB2[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_input_ps linear v1.xyz
dcl_input_ps linear v2.xy
dcl_output o0.xyz
dcl_output o1.xyz
dcl_temps 3
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t1.xyzw, s2, 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 r1.xyz, r0.wwww, -r0.xyzx
dp3 r0.x, r0.xyzx, r0.xyzx
sqrt r0.x, r0.x
mul r0.xyz, r0.xxxx, cb0[1].xyzx
exp r0.xyz, r0.xyzx
dp3_sat r0.w, -r1.xyzx, cb0[0].xyzx
mad r1.x, cb0[3].w, r0.w, cb0[4].x
mul r0.w, r0.w, r0.w
mad r0.w, r0.w, l(0.238732412), l(0.238732412)
sqrt r1.x, r1.x
mul r1.y, r1.x, r1.x
mul r1.x, r1.x, r1.y
div r1.xyz, cb0[3].xyzx, r1.xxxx
mad r1.xyz, cb0[2].xyzx, r0.wwww, r1.xyzx
mad r1.xyz, -r1.xyzx, r0.xyzx, r1.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, v2.xyxx, t2.xyzw, s0, l(0.000000)
mul r2.xyz, r0.xyzx, r2.xyzx
mov o1.xyz, r0.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r0.xyz, v2.xyxx, t0.xyzw, s1, l(0.000000)
mad o0.xyz, r2.xyzx, r0.xyzx, r1.xyzx
ret
// Approximately 0 instruction slots used

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