//Cel shading PS 1.
// ---- Created with geo-11 v0.6.198 on Sat Oct 12 22:33:15 2024
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

struct t0_t {
  float val[4];
};
StructuredBuffer<t0_t> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[5];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[154];
}




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


void main(
  float4 v0 : SV_Position0,
  nointerpolation uint v1 : PRIMITIVE_ID0,
  uint v2 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 prev = StereoParams.Load(int3(2,0,0));
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  if (iniparams10.x==0) {
    discard;
  }
  
  r0.xy = -cb0[128].xy + v0.xy;
  r0.zw = cb0[153].xx + r0.xy;
  r0.zw = (uint2)r0.zw;
  r0.w = (uint)r0.w << 1;
  r0.z = (int)r0.w + (int)r0.z;
  r0.z = (uint)r0.z % 5;
  r0.z = (uint)r0.z;
  r1.xy = float2(0.015625,0.015625) * r0.xy;
  r0.xy = r0.xy * cb0[129].zw + float2(0.5,0.5);
  r0.w = t1.SampleBias(s0_s, r1.xy, cb0[144].x).x;
  r0.z = r0.z + r0.w;
  r0.z = r0.z * 0.166666672 + cb1[3].w;
  r0.z = -0.5 + r0.z;
  r1.y = cb0[129].y / cb0[129].x;
  r1.x = 1;
  r0.xy = r1.xy * r0.xy;
  r0.xy = cb1[4].xx * r0.xy;
  r0.x = t2.SampleBias(s1_s, r0.xy, cb0[144].x).x;
  r0.x = 0.5 + r0.x;
  r0.x = cb1[4].y * r0.x;
  r0.y = r0.z * abs(r0.x);
  r0.z = cmp(cb1[4].z >= 0.5);
  r0.y = r0.z ? r0.y : abs(r0.x);
  r0.z = -0.5 + cb1[4].z;
  r0.z = cmp(9.99999975e-06 < abs(r0.z));
  r0.x = r0.z ? r0.y : abs(r0.x);
  r0.y = (int)v1.x * 42;
  r0.y = t0[r0.y].val[0/4];
  r0.y = (int)r0.y & 64;
  r0.y = r0.y ? -1 : 1;
  r0.y = cb0[142].w * r0.y;
  r0.z = v2.x ? 1 : -1;
  r0.y = r0.y * r0.z;
  r0.x = -r0.y * r0.x + -0.333299994;
  r0.x = cmp(r0.x < 0);
  if (r0.x != 0) discard;
  o0.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Oct 12 22:33:15 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// PRIMITIVE_ID             0   x           1     NONE    uint   x
// SV_IsFrontFace           0   x           2    FFACE    uint   x
//
//
// 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[154], immediateIndexed
dcl_constantbuffer CB1[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_structured t0, 16
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps constant v1.x
dcl_input_ps_sgv constant v2.x, is_front_face
dcl_output o0.xyzw
dcl_temps 2
add r0.xy, v0.xyxx, -cb0[128].xyxx
add r0.zw, r0.xxxy, cb0[153].xxxx
ftou r0.zw, r0.zzzw
ishl r0.w, r0.w, l(1)
iadd r0.z, r0.w, r0.z
udiv null, r0.z, r0.z, l(5)
utof r0.z, r0.z
mul r1.xy, r0.xyxx, l(0.015625, 0.015625, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, cb0[129].zwzz, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t1.yzwx, s0, cb0[144].x
add r0.z, r0.w, r0.z
mad r0.z, r0.z, l(0.166666672), cb1[3].w
add r0.z, r0.z, l(-0.500000)
div r1.y, cb0[129].y, cb0[129].x
mov r1.x, l(1.000000)
mul r0.xy, r0.xyxx, r1.xyxx
mul r0.xy, r0.xyxx, cb1[4].xxxx
sample_b_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s1, cb0[144].x
add r0.x, r0.x, l(0.500000)
mul r0.x, r0.x, cb1[4].y
mul r0.y, |r0.x|, r0.z
ge r0.z, cb1[4].z, l(0.500000)
movc r0.y, r0.z, r0.y, |r0.x|
add r0.z, cb1[4].z, l(-0.500000)
lt r0.z, l(0.000010), |r0.z|
movc r0.x, r0.z, r0.y, |r0.x|
imul null, r0.y, v1.x, l(42)
ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r0.y, r0.y, l(0), t0.xxxx
and r0.y, r0.y, l(64)
movc r0.y, r0.y, l(-1.000000), l(1.000000)
mul r0.y, r0.y, cb0[142].w
movc r0.z, v2.x, l(1.000000), l(-1.000000)
mul r0.y, r0.z, r0.y
mad r0.x, -r0.y, r0.x, l(-0.333300)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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