//Volumetric lighting for distant smoke. Affects all CS.
// ---- Created with 3Dmigoto v0.6.181 on Wed Jun  7 22:45:00 2023
Texture3D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[29];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[13];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[135];
}




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


void main(
  float2 v0 : TEXCOORD0,
  float4 v1 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r10,r11;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = t0.SampleLevel(s0_s, v0.xy, 0).x;
  r0.y = r0.x * cb0[65].z + -cb0[65].w;
  r0.x = r0.x * cb0[65].x + cb0[65].y;
  r0.y = 1 / r0.y;
  r0.x = r0.x + r0.y;
  r0.x = -cb1[12].w + r0.x;
  r0.x = r0.x / cb2[28].w;
  r0.x = rsqrt(r0.x);
  r0.x = 1 / r0.x;
  r0.y = asint(cb2[27].z);
  r0.z = r0.x * r0.y;
  r1.xy = -cb0[133].xy + v1.xy;
  
  r1.x-=stereo.x*cb0[134].x*0.5;
  
  r1.xy = r1.xy / cb0[134].xy;
  r1.xy = r1.xy * float2(2,-2) + float2(-1,1);
  r0.xy = r1.xy * cb2[26].xy + cb2[26].xy;
  r0.w = dot(v1.xy, float2(0.0671105608,0.00583714992));
  r0.w = frac(r0.w);
  r0.w = 52.9829178 * r0.w;
  r0.w = frac(r0.w);
  r0.w = 6.28318024 * r0.w;
  
  //r1.x-=stereo.x*960.0;
  
  sincos(r0.w, r1.x, r2.x);
  r3.x = -r2.x;
  r3.y = r1.x;
  r3.z = r2.x;
  r1.y = dot(float2(0.353549987,-0.353549987), r3.yz);
  r1.x = dot(float2(0.353549987,-0.353549987), r3.xy);
  r0.xyz = r1.xyx + r0.xyz;
  r0.xyz = cb2[28].xyz * r0.xyz;
  o0.xyzw = t1.SampleLevel(s1_s, r0.xyz, 0).xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Wed Jun  7 22:45:00 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_POSITION              0   xyzw        1      POS   float   xy
//
//
// 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[135], immediateIndexed
dcl_constantbuffer CB1[13], immediateIndexed
dcl_constantbuffer CB2[29], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture3d (float,float,float,float) t1
dcl_input_ps linear v0.xy
dcl_input_ps_siv linear noperspective v1.xy, position
dcl_output o0.xyzw
dcl_temps 4
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.y, r0.x, cb0[65].z, -cb0[65].w
mad r0.x, r0.x, cb0[65].x, cb0[65].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.x, r0.y, r0.x
add r0.x, r0.x, -cb1[12].w
div r0.x, r0.x, cb2[28].w
rsq r0.x, r0.x
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
itof r0.y, cb2[27].z
mul r0.z, r0.y, r0.x
add r1.xy, v1.xyxx, -cb0[133].xyxx
div r1.xy, r1.xyxx, cb0[134].xyxx
mad r1.xy, r1.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mad r0.xy, r1.xyxx, cb2[26].xyxx, cb2[26].xyxx
dp2 r0.w, v1.xyxx, l(0.0671105608, 0.00583714992, 0.000000, 0.000000)
frc r0.w, r0.w
mul r0.w, r0.w, l(52.982918)
frc r0.w, r0.w
mul r0.w, r0.w, l(6.283180)
sincos r1.x, r2.x, r0.w
mov r3.x, -r2.x
mov r3.y, r1.x
mov r3.z, r2.x
dp2 r1.y, l(0.353550, -0.353550, 0.000000, 0.000000), r3.yzyy
dp2 r1.x, l(0.353550, -0.353550, 0.000000, 0.000000), r3.xyxx
add r0.xyz, r0.xyzx, r1.xyxx
mul r0.xyz, r0.xyzx, cb2[28].xyzx
sample_l_indexable(texture3d)(float,float,float,float) o0.xyzw, r0.xyzx, t1.xyzw, s1, l(0.000000)
ret
// Approximately 0 instruction slots used

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