//DBSZ radial blur PS 1.
// ---- Created with geo-11 v0.6.198 on Tue Oct  8 22:17:54 2024
//Texture2D<float4> t0 : register(t0);
//
//SamplerState s1_s : register(s1);
//
//SamplerState s0_s : register(s0);
//
//cbuffer cb1 : register(b1)
//{
//  float4 cb1[7];
//}
//
//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,
//  float4 v1 : TEXCOORD0,
//  out float4 o0 : SV_Target0)
//{
//  float4 r0,r1,r2,r3,r4,r5;
//  uint4 bitmask, uiDest;
//  float4 fDest;
//  
//  r0.xy = asuint(cb0[37].xy);
//  r0.xy = v0.xy + -r0.xy;
//  r0.zw = cb0[38].zw * r0.xy;
//  r0.zw = r0.zw * cb0[5].xy + cb0[4].xy;
//  r1.xyz = t0.Sample(s1_s, r0.zw).xyz;
//  r2.xy = max(cb0[6].xy, r0.zw);
//  r2.xy = min(cb0[6].zw, r2.xy);
//  r2.xyz = t0.Sample(s1_s, r2.xy).xyz;
//  r3.y = cb0[3].x / cb0[3].y;
//  r3.x = 1;
//  r3.xy = cb1[2].zw * r3.xy + float2(0.5,0.5);
//  r3.zw = r3.xy * cb0[5].xy + cb0[4].xy;
//  r3.zw = -r3.zw + r0.zw;
//  r3.zw = float2(0.00052083336,0.00052083336) * r3.zw;
//  r4.xy = float2(1,1) + cb1[4].xy;
//  r3.zw = r4.xy * r3.zw;
//  r4.xyz = float3(0,0,0);
//  r1.w = 0;
//  while (true) {
//    r2.w = (int)r1.w;
//    r4.w = cmp(r2.w >= cb1[3].w);
//    if (r4.w != 0) break;
//    r2.w = r2.w / cb1[3].w;
//    r5.xy = r2.ww * r3.zw;
//    r5.xy = r5.xy * cb1[3].zz + r0.zw;
//    r5.xyz = t0.Sample(s0_s, r5.xy).xyz;
//    r4.xyz = r5.xyz + r4.xyz;
//    r1.w = (int)r1.w + 1;
//  }
//  r4.xyz = r4.xyz / cb1[3].www;
//  r0.xy = r0.xy * cb0[38].zw + -r3.xy;
//  r0.x = dot(r0.xy, r0.xy);
//  r0.x = sqrt(r0.x);
//  r0.x = -r0.x * cb1[5].y + 1;
//  r0.y = cb1[5].z * r0.x;
//  r0.y = r0.y * r0.y;
//  r0.y = 1.44269514 * r0.y;
//  r0.y = exp2(r0.y);
//  r0.y = 1 / r0.y;
//  r0.z = cmp(9.99999975e-06 < abs(r0.x));
//  r0.x = cmp(r0.x >= 0);
//  r0.y = 1 + -r0.y;
//  r0.x = r0.x ? r0.y : 0;
//  r0.x = r0.x ? r0.z : 0;
//  r0.yzw = -r4.xyz + r2.xyz;
//  r0.xyz = r0.xxx * r0.yzw + r4.xyz;
//  r0.xyz = r0.xyz + -r1.xyz;
//  r0.xyz = cb1[5].www * r0.xyz + r1.xyz;
//  r1.xyz = cb1[6].yzw + -r0.xyz;
//  r0.xyz = cb1[6].xxx * r1.xyz + r0.xyz;
//  o0.xyz = max(float3(0,0,0), r0.xyz);
//  o0.w = 0;
//  return;
//}
//
///*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Tue Oct  8 22:17:54 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float
//
//
// 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[7], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 31
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mul r0.zw, r0.xxxy, cb0[38].zzzw
mad r0.zw, r0.zzzw, cb0[5].xxxy, cb0[4].xxxy
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.zwzz, t0.xyzw, s1
max r2.xy, r0.zwzz, cb0[6].xyxx
min r2.xy, r2.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t0.xyzw, s1
div r3.y, cb0[3].x, cb0[3].y
mov r3.x, l(1.000000)
mad r3.xy, cb1[2].zwzz, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r3.zw, r3.xxxy, cb0[5].xxxy, cb0[4].xxxy
add r3.zw, r0.zzzw, -r3.zzzw

mad r3.z, r25.x, l(-0.5), r3.z

mul r3.zw, r3.zzzw, l(0.000000, 0.000000, 0.000520833360, 0.000520833360)
add r4.xy, cb1[4].xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r3.zw, r3.zzzw, r4.xxxy
mov r4.xyz, l(0,0,0,0)
mov r1.w, l(0)
loop
  itof r2.w, r1.w
  ge r4.w, r2.w, cb1[3].w
  breakc_nz r4.w
  div r2.w, r2.w, cb1[3].w
  mul r5.xy, r3.zwzz, r2.wwww
  mad r5.xy, r5.xyxx, cb1[3].zzzz, r0.zwzz
  sample_indexable(texture2d)(float,float,float,float) r5.xyz, r5.xyxx, t0.xyzw, s0
  add r4.xyz, r4.xyzx, r5.xyzx
  iadd r1.w, r1.w, l(1)
endloop
div r4.xyz, r4.xyzx, cb1[3].wwww
mad r0.xy, r0.xyxx, cb0[38].zwzz, -r3.xyxx

mad r0.x, r25.x, l(-0.5), r0.x

dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
mad r0.x, -r0.x, cb1[5].y, l(1.000000)
mul r0.y, r0.x, cb1[5].z
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, l(1.44269514)
exp r0.y, r0.y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
lt r0.z, l(0.000010), |r0.x|
ge r0.x, r0.x, l(0.000000)
add r0.y, -r0.y, l(1.000000)
and r0.x, r0.y, r0.x
and r0.x, r0.x, r0.z
add r0.yzw, r2.xxyz, -r4.xxyz
mad r0.xyz, r0.xxxx, r0.yzwy, r4.xyzx
add r0.xyz, -r1.xyzx, r0.xyzx
mad r0.xyz, cb1[5].wwww, r0.xyzx, r1.xyzx
add r1.xyz, -r0.xyzx, cb1[6].yzwy
mad r0.xyz, cb1[6].xxxx, r1.xyzx, r0.xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(0)
ret
// Approximately 0 instruction slots used
