//DBSZ vignette PS 1. Also barrel distortion.
// ---- Created with geo-11 v0.6.198 on Tue Oct  8 19:30:13 2024
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

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

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,r10;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  r0.xy = asuint(cb0[37].xy);
  r0.xy = v0.xy + -r0.xy;
  r0.zw = r0.xy * cb0[38].zw + float2(-0.5,-0.5);
  
  r0.z-=stereo.x*0.5;
  
  r1.x = dot(r0.zw, r0.zw);
  r1.y = sqrt(r1.x);
  r1.y = cb1[1].x * r1.y + cb1[1].y;
  r1.x = r1.y * r1.x + 1;
  r1.x = cb1[1].z * r1.x;
  r0.zw = r1.xx * r0.zw + float2(0.5,0.5);
  r1.xy = frac(r0.zw);
  r0.zw = saturate(r0.zw);
  r1.z = cmp(cb1[1].w >= 1);
  r0.zw = r1.zz ? r1.xy : r0.zw;
  r0.zw = r0.zw * cb0[5].xy + cb0[4].xy;
  
  r0.z+=stereo.x*0.5;
  
  r0.zw = max(cb0[6].xy, r0.zw);
  r0.zw = min(cb0[6].zw, r0.zw);
  r1.xyz = t0.Sample(s0_s, r0.zw).xyz;
  r0.z = dot(r1.xyz, float3(0.349999994,0.349999994,0.349999994));
  r2.xyz = r0.zzz + -r1.xyz;
  r1.xyz = r2.xyz * float3(0.5,0.5,0.5) + r1.xyz;
  r0.zw = r0.xy * cb0[38].zw + cb1[2].zw;
  r0.xy = cb0[38].zw * r0.xy;
  r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
  r2.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.xy = float2(-0.5,-0.5) + r0.zw;
  
  r0.x-=stereo.x*0.5;
  
  r0.x = dot(r0.xy, r0.xy);
  r0.x = sqrt(r0.x);
  
  if (iniparams10.z==0) {
    r0.x = 0;
  }
  
  r0.x = -r0.x * cb1[3].z + 1;
  r0.y = cb1[3].w * 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.y = 1 + -r0.y;
  r0.z = cmp(r0.x >= 0);
  r0.x = cmp(9.99999975e-06 < abs(r0.x));
  r0.y = r0.z ? r0.y : 0;
  r0.x = r0.x ? r0.y : 0;
  r0.xyz = r1.xyz * r0.xxx + -r2.xyz;
  r0.xyz = cb1[4].xxx * r0.xyz + r2.xyz;
  r1.xyz = cb1[5].xyz + -r0.xyz;
  r0.xyz = cb1[4].yyy * 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 19:30:13 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[6], immediateIndexed
dcl_sampler s0, 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 3
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mad r0.zw, r0.xxxy, cb0[38].zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
dp2 r1.x, r0.zwzz, r0.zwzz
sqrt r1.y, r1.x
mad r1.y, cb1[1].x, r1.y, cb1[1].y
mad r1.x, r1.y, r1.x, l(1.000000)
mul r1.x, r1.x, cb1[1].z
mad r0.zw, r1.xxxx, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
frc r1.xy, r0.zwzz
mov_sat r0.zw, r0.zzzw
ge r1.z, cb1[1].w, l(1.000000)
movc r0.zw, r1.zzzz, r1.xxxy, r0.zzzw
mad r0.zw, r0.zzzw, cb0[5].xxxy, cb0[4].xxxy
max r0.zw, r0.zzzw, cb0[6].xxxy
min r0.zw, r0.zzzw, cb0[6].zzzw
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.zwzz, t0.xyzw, s0
dp3 r0.z, r1.xyzx, l(0.350000, 0.350000, 0.350000, 0.000000)
add r2.xyz, -r1.xyzx, r0.zzzz
mad r1.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r1.xyzx
mad r0.zw, r0.xxxy, cb0[38].zzzw, cb1[2].zzzw
mul r0.xy, r0.xyxx, cb0[38].zwzz
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
mad r0.x, -r0.x, cb1[3].z, l(1.000000)
mul r0.y, r0.x, cb1[3].w
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
add r0.y, -r0.y, l(1.000000)
ge r0.z, r0.x, l(0.000000)
lt r0.x, l(0.000010), |r0.x|
and r0.y, r0.y, r0.z
and r0.x, r0.y, r0.x
mad r0.xyz, r1.xyzx, r0.xxxx, -r2.xyzx
mad r0.xyz, cb1[4].xxxx, r0.xyzx, r2.xyzx
add r1.xyz, -r0.xyzx, cb1[5].xyzx
mad r0.xyz, cb1[4].yyyy, 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

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