//Image wavy distortion PS.
// ---- Created with 3Dmigoto v0.6.182 on Fri Jun  9 23:38:52 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 cb3 : register(b3)
{
  float4 cb3[3];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[2];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[146];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[39];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r11;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = 1.5 + cb1[145].z;
  r0.x = 0.333333343 * r0.x;
  r0.y = cmp(r0.x >= -r0.x);
  r0.x = frac(abs(r0.x));
  r0.x = r0.y ? r0.x : -r0.x;
  r0.x = r0.x * 3 + 1;
  r0.yz = asuint(cb0[37].xy);
  r0.yz = v0.xy + -r0.yz;
  r1.xy = cb0[38].zw * r0.yz;
  
  r11.xy = r1.xy;
  r11.x-=stereo.x*0.5;
  
  r1.zw = t0.Sample(s0_s, r11.xy).xy;
  r1.zw = float2(-0.5,-0.5) + r1.wz;
  r1.zw = cb3[2].xx * r1.zw;
  r0.xw = r1.zw * r0.xx;
  r2.xy = float2(0.100000001,-0.100000001) * r0.xw;
  r2.z = 0;
  r0.xw = r0.yz * cb0[38].zw + r2.yz;
  r0.xw = r2.zx + r0.xw;
  r2.xy = cb1[134].xy / cb1[135].xy;
  r0.xw = r2.xy * r0.xw;
  r3.xyz = t2.Sample(s2_s, r0.xw).xyz;
  r0.xw = float2(0.333333343,2.09439516) * cb1[145].zz;
  r2.z = cmp(r0.x >= -r0.x);
  r0.x = frac(abs(r0.x));
  r0.w = cos(r0.w);
  r0.w = 1 + r0.w;
  r0.w = 0.5 * r0.w;
  r0.x = r2.z ? r0.x : -r0.x;
  r0.x = r0.x * 3 + 1;
  r1.zw = r1.zw * r0.xx;
  r4.xy = float2(0.100000001,-0.100000001) * r1.zw;
  r4.z = 0;
  r0.xy = r0.yz * cb0[38].zw + r4.yz;
  r0.xy = r4.zx + r0.xy;
  r0.xy = r2.xy * r0.xy;
  r0.xyz = t2.Sample(s2_s, r0.xy).xyz;
  r0.xyz = cb1[138].zzz * r0.xyz;
  r2.xyz = cb1[138].zzz * r3.xyz + -r0.xyz;
  r0.xyz = r0.www * r2.xyz + r0.xyz;
  r1.zw = r1.xy * cb1[134].xy + cb1[133].xy;
  r0.w = t1.Sample(s1_s, r11.xy).x;
  r0.w = cb2[1].z * r0.w;
  r1.xy = cb1[135].zw * r1.zw;
  r1.xyz = t2.Sample(s2_s, r1.xy).xyz;
  r0.xyz = -cb1[138].zzz * r1.xyz + r0.xyz;
  r1.xyz = cb1[138].zzz * r1.xyz;
  r0.xyz = r0.www * r0.xyz + r1.xyz;
  r1.xyz = cb3[1].xyz + -r0.xyz;
  r0.xyz = cb3[2].yyy * r1.xyz + r0.xyz;
  r0.xyz = max(float3(0,0,0), r0.xyz);
  o0.xyz = cb1[138].yyy * r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.182 on Fri Jun  9 23:38:52 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float
//
//
// 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[39], immediateIndexed
dcl_constantbuffer CB1[146], immediateIndexed
dcl_constantbuffer CB2[2], immediateIndexed
dcl_constantbuffer CB3[3], 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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 5
add r0.x, cb1[145].z, l(1.500000)
mul r0.x, r0.x, l(0.333333343)
ge r0.y, r0.x, -r0.x
frc r0.x, |r0.x|
movc r0.x, r0.y, r0.x, -r0.x
mad r0.x, r0.x, l(3.000000), l(1.000000)
utof r0.yz, cb0[37].xxyx
add r0.yz, -r0.yyzy, v0.xxyx
mul r1.xy, r0.yzyy, cb0[38].zwzz
sample_indexable(texture2d)(float,float,float,float) r1.zw, r1.xyxx, t0.zwxy, s0
add r1.zw, r1.wwwz, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r1.zw, r1.zzzw, cb3[2].xxxx
mul r0.xw, r0.xxxx, r1.zzzw
mul r2.xy, r0.xwxx, l(0.100000, -0.100000, 0.000000, 0.000000)
mov r2.z, l(0)
mad r0.xw, r0.yyyz, cb0[38].zzzw, r2.yyyz
add r0.xw, r0.xxxw, r2.zzzx
div r2.xy, cb1[134].xyxx, cb1[135].xyxx
mul r0.xw, r0.xxxw, r2.xxxy
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r0.xwxx, t2.xyzw, s2
mul r0.xw, cb1[145].zzzz, l(0.333333343, 0.000000, 0.000000, 2.09439516)
ge r2.z, r0.x, -r0.x
frc r0.x, |r0.x|
sincos null, r0.w, r0.w
add r0.w, r0.w, l(1.000000)
mul r0.w, r0.w, l(0.500000)
movc r0.x, r2.z, r0.x, -r0.x
mad r0.x, r0.x, l(3.000000), l(1.000000)
mul r1.zw, r0.xxxx, r1.zzzw
mul r4.xy, r1.zwzz, l(0.100000, -0.100000, 0.000000, 0.000000)
mov r4.z, l(0)
mad r0.xy, r0.yzyy, cb0[38].zwzz, r4.yzyy
add r0.xy, r0.xyxx, r4.zxzz
mul r0.xy, r0.xyxx, r2.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t2.xyzw, s2
mul r0.xyz, r0.xyzx, cb1[138].zzzz
mad r2.xyz, cb1[138].zzzz, r3.xyzx, -r0.xyzx
mad r0.xyz, r0.wwww, r2.xyzx, r0.xyzx
mad r1.zw, r1.xxxy, cb1[134].xxxy, cb1[133].xxxy
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t1.yzwx, s1
mul r0.w, r0.w, cb2[1].z
mul r1.xy, r1.zwzz, cb1[135].zwzz
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t2.xyzw, s2
mad r0.xyz, -cb1[138].zzzz, r1.xyzx, r0.xyzx
mul r1.xyz, r1.xyzx, cb1[138].zzzz
mad r0.xyz, r0.wwww, r0.xyzx, r1.xyzx
add r1.xyz, -r0.xyzx, cb3[1].xyzx
mad r0.xyz, cb3[2].yyyy, r1.xyzx, r0.xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul o0.xyz, r0.xyzx, cb1[138].yyyy
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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