//water halo
// ---- Created with 3Dmigoto v0.6.164 on Wed Aug  7 00:15:52 2024
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

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

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[34];
}




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


void main(
  float4 v0 : POSITION0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float4 o5 : TEXCOORD4)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 s = StereoParams.Load(0);
float4 texFilter = IniParams.Load(int2(14,0));
float4 testeo = IniParams.Load(int2(90,0));
float cursor_showing  = IniParams[1].z; 

  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[3].xyzw * v0.wwww + r0.xyzw;
  r1.xy = float2(100,100) * r0.xz;
  r1.xy = r1.xy / cb0[33].xx;
  r1.zw = cb1[4].xz + -r0.xz;
  r1.z = dot(r1.zw, r1.zw);
  r1.z = sqrt(r1.z);
  r1.z = 200 + -r1.z;
  r1.z = saturate(0.00520833349 * r1.z);
  r1.w = cmp(0 < r1.z);
  if (r1.w != 0) {
    r2.xyzw = t0.SampleLevel(s0_s, r1.xy, 0).xyzw;
    r2.xyz = float3(0.00999999978,0.00999999978,0.00999999978) * r2.xyz;
  } else {
    r2.xyz = float3(0,0,0);
  }
  r0.xyz = r2.xyz * r1.zzz + r0.xyz;
  r2.xyzw = cb3[18].xyzw * r0.yyyy;
  r2.xyzw = cb3[17].xyzw * r0.xxxx + r2.xyzw;
  r2.xyzw = cb3[19].xyzw * r0.zzzz + r2.xyzw;
  r2.xyzw = cb3[20].xyzw * r0.wwww + r2.xyzw;
  
  
o0.xyzw = r2.xyzw;  
r2.x += s.x * (r2.w - s.y);
  
  r3.xz = float2(0.5,0.5) * r2.xw;
  r0.w = cb1[5].x * r2.y;
  r3.w = 0.5 * r0.w;
  o3.xy = r3.xw + r3.zz;
  r1.zw = r2.xy * float2(1,-1) + r2.ww;
  o5.xy = float2(0.5,0.5) * r1.zw;
  r3.xyzw = cb3[10].xyzw * r0.yyyy;
  r3.xyzw = cb3[9].xyzw * r0.xxxx + r3.xyzw;
  r3.xyzw = cb3[11].xyzw * r0.zzzz + r3.xyzw;
  o4.xyzw = cb3[12].xyzw + r3.xyzw;
  //o0.xyzw = r2.xyzw;
  o3.zw = r2.zw;
  o5.zw = r2.zw;
  o2.xyz = r0.xyz;
  o1.xy = r1.xy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Wed Aug  7 00:15:52 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer CB0[34], immediateIndexed
dcl_constantbuffer CB1[6], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB3[21], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_temps 4
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb2[3].xyzw, v0.wwww, r0.xyzw
mul r1.xy, r0.xzxx, l(100.000000, 100.000000, 0.000000, 0.000000)
div r1.xy, r1.xyxx, cb0[33].xxxx
add r1.zw, -r0.xxxz, cb1[4].xxxz
dp2 r1.z, r1.zwzz, r1.zwzz
sqrt r1.z, r1.z
add r1.z, -r1.z, l(200.000000)
mul_sat r1.z, r1.z, l(0.00520833349)
lt r1.w, l(0.000000), r1.z
if_nz r1.w
  sample_l r2.xyzw, r1.xyxx, t0.xyzw, s0, l(0.000000)
  mul r2.xyz, r2.xyzx, l(0.010000, 0.010000, 0.010000, 0.000000)
else
  mov r2.xyz, l(0,0,0,0)
endif
mad r0.xyz, r2.xyzx, r1.zzzz, r0.xyzx
mul r2.xyzw, r0.yyyy, cb3[18].xyzw
mad r2.xyzw, cb3[17].xyzw, r0.xxxx, r2.xyzw
mad r2.xyzw, cb3[19].xyzw, r0.zzzz, r2.xyzw
mad r2.xyzw, cb3[20].xyzw, r0.wwww, r2.xyzw
mul r3.xz, r2.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r0.w, r2.y, cb1[5].x
mul r3.w, r0.w, l(0.500000)
add o3.xy, r3.zzzz, r3.xwxx
mad r1.zw, r2.xxxy, l(0.000000, 0.000000, 1.000000, -1.000000), r2.wwww
mul o5.xy, r1.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r3.xyzw, r0.yyyy, cb3[10].xyzw
mad r3.xyzw, cb3[9].xyzw, r0.xxxx, r3.xyzw
mad r3.xyzw, cb3[11].xyzw, r0.zzzz, r3.xyzw
add o4.xyzw, r3.xyzw, cb3[12].xyzw
mov o0.xyzw, r2.xyzw
mov o3.zw, r2.zzzw
mov o5.zw, r2.zzzw
mov o2.xyz, r0.xyzx
mov o1.xy, r1.xyxx
ret
// Approximately 0 instruction slots used

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