//Rain haloing VS.
// ---- Created with 3Dmigoto v1.3.16 on Sat Jun 05 10:56:27 2021
Texture2D<float4> t1 : register(t1);

Texture2D<uint4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[57];
}

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 : ATTRIBUTE0,
  float4 v1 : ATTRIBUTE1,
  float4 v2 : ATTRIBUTE2,
  float4 v3 : ATTRIBUTE3,
  float2 v4 : ATTRIBUTE4,
  float2 v5 : ATTRIBUTE5,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : TEXCOORD1,
  out float4 o2 : TEXCOORD2,
  out float4 o3 : TEXCOORD3,
  out float4 o4 : SV_POSITION0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v5.xy * cb0[0].xy + v4.xy;
  o4.xy = r0.xy * float2(2,-2) + float2(-1,1);
  r0.x = cmp(v0.w < 0);
  if (r0.x != 0) {
    r0.xyz = cb1[56].xyz + v0.xyz;
    r1.xyz = cb1[1].xyw * r0.yyy;
    r0.xyw = r0.xxx * cb1[0].xyw + r1.xyz;
    r0.xyz = r0.zzz * cb1[2].xyw + r0.xyw;
    r0.xyz = cb1[3].xyw + r0.xyz;
    r0.xy = r0.xy / r0.zz;
    r1.xy = cmp(abs(r0.xy) < float2(1,1));
    r0.w = r1.y ? r1.x : 0;
    r1.xy = r0.xy * cb1[52].xy + cb1[52].wz;
    r1.z = t1.SampleLevel(s0_s, r1.xy, 0).x;
    r1.z = r1.z * r1.z;
    r1.z = r1.z * cb1[51].z + -cb1[51].w;
    r1.z = 1 / r1.z;
    r1.xy = r1.xy * cb2[3].xy + float2(0.5,0.5);
    r2.xy = (int2)r1.xy;
    r2.zw = float2(0,0);
    r1.x = t0.Load(r2.xyz).x;
    r1.y = (int)r1.x & 1023;
    if (10 == 0) r1.x = 0; else if (10+10 < 32) {     r1.x = (uint)r1.x << (32-(10 + 10)); r1.x = (uint)r1.x >> (32-10);    } else r1.x = (uint)r1.x >> 10;
    r2.xy = (uint2)r1.yx;
    r1.xy = r2.xy * float2(0.00195503421,0.00195503421) + float2(-1,-1);
    r1.w = dot(float2(1,1), abs(r1.xy));
    r2.z = 1 + -r1.w;
    r3.xy = float2(1,1) + -abs(r1.yx);
    r3.zw = cmp(r1.xy >= float2(0,0));
    r3.xy = r3.zw ? r3.xy : -r3.xy;
    r1.w = cmp(r2.z < 0);
    r2.xy = r1.ww ? r3.xy : r1.xy;
    r1.x = dot(r2.xyz, r2.xyz);
    r1.x = rsqrt(r1.x);
    r2.z = r2.z * r1.x;
    r2.y = -r1.z + r0.z;
    r0.xy = r1.zz * r0.xy;
	
	r0.x-=stereo.x*(r1.z-stereo.y);
	
    r3.xyzw = cb1[41].xyzw * r0.yyyy;
    r3.xyzw = r0.xxxx * cb1[40].xyzw + r3.xyzw;
    r1.xyzw = r1.zzzz * cb1[42].xyzw + r3.xyzw;
    r1.xyzw = cb1[43].xyzw + r1.xyzw;
    r0.xyz = r1.xyz / r1.www;
    o0.xyz = r0.www ? r0.xyz : v0.xyz;
    r2.x = 100 + v0.w;
    r0.x = v0.w;
    r0.yz = float2(801,-1);
    r0.xyz = r0.www ? r2.xyz : r0.xyz;
    r0.y = cmp(800 < r0.y);
    r0.z = cmp(r0.z < 0.5);
    r0.y = (int)r0.z | (int)r0.y;
    o0.w = r0.y ? 1.10000002 : r0.x;
  } else {
    o0.xyzw = v0.xyzw;
  }
  o1.xyzw = v1.xyzw;
  o2.xyzw = v2.xyzw;
  o3.xyzw = v3.xyzw;
  o4.zw = float2(0,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sat Jun 05 10:56:27 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                2   xyzw        2     NONE   float   xyzw
// ATTRIBUTE                3   xyzw        3     NONE   float   xyzw
// ATTRIBUTE                4   xy          4     NONE   float   xy
// ATTRIBUTE                5   xy          5     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// SV_POSITION              0   xyzw        4      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[1], immediateIndexed
dcl_constantbuffer cb1[57], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (uint,uint,uint,uint) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_input v3.xyzw
dcl_input v4.xy
dcl_input v5.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output_siv o4.xyzw, position
dcl_temps 4
mad r0.xy, v5.xyxx, cb0[0].xyxx, v4.xyxx
mad o4.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
lt r0.x, v0.w, l(0.000000)
if_nz r0.x
  add r0.xyz, v0.xyzx, cb1[56].xyzx
  mul r1.xyz, r0.yyyy, cb1[1].xywx
  mad r0.xyw, r0.xxxx, cb1[0].xyxw, r1.xyxz
  mad r0.xyz, r0.zzzz, cb1[2].xywx, r0.xywx
  add r0.xyz, r0.xyzx, cb1[3].xywx
  div r0.xy, r0.xyxx, r0.zzzz
  lt r1.xy, |r0.xyxx|, l(1.000000, 1.000000, 0.000000, 0.000000)
  and r0.w, r1.y, r1.x
  mad r1.xy, r0.xyxx, cb1[52].xyxx, cb1[52].wzww
  sample_l_indexable(texture2d)(float,float,float,float) r1.z, r1.xyxx, t1.yzxw, s0, l(0.000000)
  mul r1.z, r1.z, r1.z
  mad r1.z, r1.z, cb1[51].z, -cb1[51].w
  div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
  mad r1.xy, r1.xyxx, cb2[3].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
  ftoi r2.xy, r1.xyxx
  mov r2.zw, l(0,0,0,0)
  ld_indexable(texture2d)(uint,uint,uint,uint) r1.x, r2.xyzw, t0.xyzw
  and r1.y, r1.x, l(1023)
  ubfe r1.x, l(10), l(10), r1.x
  utof r2.xy, r1.yxyy
  mad r1.xy, r2.xyxx, l(0.00195503421, 0.00195503421, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
  dp2 r1.w, l(1.000000, 1.000000, 0.000000, 0.000000), |r1.xyxx|
  add r2.z, -r1.w, l(1.000000)
  add r3.xy, -|r1.yxyy|, l(1.000000, 1.000000, 0.000000, 0.000000)
  ge r3.zw, r1.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
  movc r3.xy, r3.zwzz, r3.xyxx, -r3.xyxx
  lt r1.w, r2.z, l(0.000000)
  movc r2.xy, r1.wwww, r3.xyxx, r1.xyxx
  dp3 r1.x, r2.xyzx, r2.xyzx
  rsq r1.x, r1.x
  mul r2.z, r1.x, r2.z
  add r2.y, r0.z, -r1.z
  mul r0.xy, r0.xyxx, r1.zzzz
  mul r3.xyzw, r0.yyyy, cb1[41].xyzw
  mad r3.xyzw, r0.xxxx, cb1[40].xyzw, r3.xyzw
  mad r1.xyzw, r1.zzzz, cb1[42].xyzw, r3.xyzw
  add r1.xyzw, r1.xyzw, cb1[43].xyzw
  div r0.xyz, r1.xyzx, r1.wwww
  movc o0.xyz, r0.wwww, r0.xyzx, v0.xyzx
  add r2.x, v0.w, l(100.000000)
  mov r0.x, v0.w
  mov r0.yz, l(0,801.000000,-1.000000,0)
  movc r0.xyz, r0.wwww, r2.xyzx, r0.xyzx
  lt r0.y, l(800.000000), r0.y
  lt r0.z, r0.z, l(0.500000)
  or r0.y, r0.z, r0.y
  movc o0.w, r0.y, l(1.100000), r0.x
else
  mov o0.xyzw, v0.xyzw
endif
mov o1.xyzw, v1.xyzw
mov o2.xyzw, v2.xyzw
mov o3.xyzw, v3.xyzw
mov o4.zw, l(0,0,0,1.000000)
ret
// Approximately 0 instruction slots used

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