//DBSZ radial blur PS 3 real. Black and white.
// ---- Created with geo-11 v0.6.198 on Tue Oct  8 23:03:24 2024
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 cb2 : register(b2)
{
  float4 cb2[7];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[144];
}

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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r11;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = cb2[1].w * cb1[143].y;
  r0.z = cb2[2].x * cb1[143].y;
  r0.xy = frac(r0.xz);
  r1.xyzw = asuint(cb0[37].xyxy);
  r1.xyzw = v0.xyxy + -r1.xyzw;
  r1.xyzw = cb0[38].zwzw * r1.xyzw;
  
  r11.xyzw = r1.xyzw;
  r11.xz-=stereo.x*0.5;
  
  r0.xy = r11.zw * cb2[2].yy + r0.xy;
  r0.x = t0.Sample(s0_s, r0.xy).x;
  r0.yz = cb2[3].xy * cb1[143].yy;
  r0.yz = frac(r0.yz);
  r0.yz = r11.zw * cb2[2].yy + r0.yz;
  r0.y = t0.Sample(s0_s, r0.yz).y;
  r0.x = r0.x + r0.y;
  r0.xyzw = r0.xxxx * cb2[3].zzzz + -r11.zwzw;
  r0.xyzw = cb2[4].xxww * r0.xyzw + r1.xyzw;
  r1.xy = r11.zw * cb0[5].xy + cb0[4].xy;
  r1.xyz = t1.Sample(s2_s, r1.xy).xyz;
  r1.xyz = cb1[136].www * r1.xyz;
  r0.xyzw = r0.xyzw * cb0[5].xyxy + cb0[4].xyxy;
  r0.xyzw = max(cb0[6].xyxy, r0.xyzw);
  r0.xyzw = min(cb0[6].zwzw, r0.xyzw);
  r0.x = t1.Sample(s1_s, r0.xy).x;
  r0.y = t1.Sample(s1_s, r0.zw).x;
  r0.xy = cb1[136].ww * r0.xy;
  r0.x = cb2[4].y * r0.x;
  r0.z = log2(r0.x);
  r0.x = cmp(0 >= r0.x);
  r0.z = cb2[4].z * r0.z;
  r0.z = exp2(r0.z);
  r0.x = r0.x ? 0 : r0.z;
  r0.z = cmp(0 >= r0.y);
  r0.y = r0.y * r0.y;
  r0.y = r0.z ? 0 : r0.y;
  r0.xyz = r0.xxx * r0.yyy + -r1.xyz;
  r0.xyz = cb2[5].xxx * r0.xyz + r1.xyz;
  r1.xyz = cb2[6].xyz + -r0.xyz;
  r0.xyz = cb2[5].yyy * r1.xyz + r0.xyz;
  r0.xyz = max(float3(0,0,0), r0.xyz);
  o0.xyz = cb1[136].zzz * r0.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Tue Oct  8 23:03:24 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      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[39], immediateIndexed
dcl_constantbuffer CB1[144], immediateIndexed
dcl_constantbuffer CB2[7], 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_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 2
mul r0.x, cb1[143].y, cb2[1].w
mul r0.z, cb1[143].y, cb2[2].x
frc r0.xy, r0.xzxx
utof r1.xyzw, cb0[37].xyxy
add r1.xyzw, -r1.xyzw, v0.xyxy
mul r1.xyzw, r1.xyzw, cb0[38].zwzw
mad r0.xy, r1.zwzz, cb2[2].yyyy, r0.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0
mul r0.yz, cb1[143].yyyy, cb2[3].xxyx
frc r0.yz, r0.yyzy
mad r0.yz, r1.zzwz, cb2[2].yyyy, r0.yyzy
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t0.xyzw, s0
add r0.x, r0.y, r0.x
mad r0.xyzw, r0.xxxx, cb2[3].zzzz, -r1.zwzw
mad r0.xyzw, cb2[4].xxww, r0.xyzw, r1.xyzw
mad r1.xy, r1.zwzz, cb0[5].xyxx, cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t1.xyzw, s2
mul r1.xyz, r1.xyzx, cb1[136].wwww
mad r0.xyzw, r0.xyzw, cb0[5].xyxy, cb0[4].xyxy
max r0.xyzw, r0.xyzw, cb0[6].xyxy
min r0.xyzw, r0.xyzw, cb0[6].zwzw
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.zwzz, t1.yxzw, s1
mul r0.xy, r0.xyxx, cb1[136].wwww
mul r0.x, r0.x, cb2[4].y
log r0.z, r0.x
ge r0.x, l(0.000000), r0.x
mul r0.z, r0.z, cb2[4].z
exp r0.z, r0.z
movc r0.x, r0.x, l(0), r0.z
ge r0.z, l(0.000000), r0.y
mul r0.y, r0.y, r0.y
movc r0.y, r0.z, l(0), r0.y
mad r0.xyz, r0.xxxx, r0.yyyy, -r1.xyzx
mad r0.xyz, cb2[5].xxxx, r0.xyzx, r1.xyzx
add r1.xyz, -r0.xyzx, cb2[6].xyzx
mad r0.xyz, cb2[5].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[136].zzzz
mov o0.w, l(0)
ret
// Approximately 0 instruction slots used

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