//glass wall haloing
// ---- Created with 3Dmigoto v0.6.164 on Mon Oct 21 15:46:35 2024
cbuffer cb2 : register(b2)
{
  float4 cb2[21];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

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 : POSITION0,
  float2 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  float3 v3 : TEXCOORD2,
  out float2 o0 : TEXCOORD0,
  out float4 o1 : COLOR0,
  out float4 o2 : SV_POSITION0,
  out float4 o3 : TEXCOORD1,
  out float3 o4 : TEXCOORD2)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.xy = v1.xy * cb0[4].xy + cb0[4].zw;
  o1.xyzw = v2.xyzw;
  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r1.xyzw = cb1[3].xyzw + r0.xyzw;
  o4.xyz = cb1[3].xyz * v0.www + r0.xyz;
  r0.xyzw = cb2[18].xyzw * r1.yyyy;
  r0.xyzw = cb2[17].xyzw * r1.xxxx + r0.xyzw;
  r0.xyzw = cb2[19].xyzw * r1.zzzz + r0.xyzw;
  r0.xyzw = cb2[20].xyzw * r1.wwww + r0.xyzw;
  o2.xyzw = r0.xyzw;
  
float4 s = StereoParams.Load(0);
float4 texFilter = IniParams.Load(int2(14,0));
float4 menu = IniParams.Load(int2(15,0));
float4 testeo = IniParams.Load(int2(90,0));
float4 gameplay  = IniParams.Load(int2(10,0)); 

r0.x += s.x * (r0.w - s.y );
  
  r1.xyz = float3(0.5,0.5,-0.5) * r0.xwy;
  o3.zw = r0.zw;
  o3.xy = r1.xz + r1.yy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Mon Oct 21 15:46:35 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyz         3     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// SV_POSITION              0   xyzw        2      POS   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyz         4     NONE   float   xyz
//
vs_4_0
dcl_constantbuffer CB0[5], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_constantbuffer CB2[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output o0.xy
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_output o3.xyzw
dcl_output o4.xyz
dcl_temps 2
mad o0.xy, v1.xyxx, cb0[4].xyxx, cb0[4].zwzz
mov o1.xyzw, v2.xyzw
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
add r1.xyzw, r0.xyzw, cb1[3].xyzw
mad o4.xyz, cb1[3].xyzx, v0.wwww, r0.xyzx
mul r0.xyzw, r1.yyyy, cb2[18].xyzw
mad r0.xyzw, cb2[17].xyzw, r1.xxxx, r0.xyzw
mad r0.xyzw, cb2[19].xyzw, r1.zzzz, r0.xyzw
mad r0.xyzw, cb2[20].xyzw, r1.wwww, r0.xyzw
mov o2.xyzw, r0.xyzw
mul r1.xyz, r0.xwyx, l(0.500000, 0.500000, -0.500000, 0.000000)
mov o3.zw, r0.zzzw
add o3.xy, r1.yyyy, r1.xzxx
ret
// Approximately 0 instruction slots used

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