//Particles that interfere with autoconvergence 3. Goku SSJ4 electricity.
// ---- Created with geo-11 v0.6.198 on Sat Oct 26 18:16:49 2024
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[13];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[145];
}




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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  float4 v2 : COLOR1,
  float4 v3 : PARTICLE_LOCAL_TO_WORLD0,
  float4 v4 : PARTICLE_LOCAL_TO_WORLD1,
  float4 v5 : PARTICLE_LOCAL_TO_WORLD2,
  uint v6 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  if (iniparams10.y==1 && iniparams3.w==3 && v0.w<200.0) {
    discard;
  }
  
  r0.xy = cb1[11].xy * v1.xy;
  r0.xy = float2(10,10) * r0.xy;
  r0.x = t0.SampleBias(s0_s, r0.xy, cb0[144].x).x;
  r0.y = 1 + -v2.w;
  r0.x = r0.x * r0.y;
  r0.x = 10 * r0.x;
  r0.x = max(0, r0.x);
  r0.x = min(10, r0.x);
  r0.x = 1 + -r0.x;
  r0.x = cb1[11].z * r0.x;
  r1.x = v0.z;
  r1.y = 1;
  r0.yz = v0.ww * r1.xy;
  r0.w = r0.y * cb0[71].z + -cb0[71].w;
  r0.w = 1 / r0.w;
  r0.y = r0.y * cb0[71].x + cb0[71].y;
  r0.y = r0.y + r0.w;
  r0.w = cmp(cb0[35].w < 1);
  r0.y = r0.w ? r0.z : r0.y;
  r0.y = saturate(cb1[12].x * r0.y);
  r0.x = min(r0.x, r0.y);
  r0.x = -0.333299994 + r0.x;
  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 26 18:16:49 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float     zw
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// COLOR                    1   xyzw        2     NONE   float      w
// PARTICLE_LOCAL_TO_WORLD     0   xyzw        3     NONE   float
// PARTICLE_LOCAL_TO_WORLD     1   xyzw        4     NONE   float
// PARTICLE_LOCAL_TO_WORLD     2   xyzw        5     NONE   float
// SV_IsFrontFace           0   x           6    FFACE    uint
//
//
// 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[145], immediateIndexed
dcl_constantbuffer CB1[13], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.zw, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.w
dcl_output o0.xyzw
dcl_temps 2
mul r0.xy, v1.xyxx, cb1[11].xyxx
mul r0.xy, r0.xyxx, l(10.000000, 10.000000, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0, cb0[144].x
add r0.y, -v2.w, l(1.000000)
mul r0.x, r0.y, r0.x
mul r0.x, r0.x, l(10.000000)
max r0.x, r0.x, l(0.000000)
min r0.x, r0.x, l(10.000000)
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, cb1[11].z
mov r1.x, v0.z
mov r1.y, l(1.000000)
mul r0.yz, r1.xxyx, v0.wwww
mad r0.w, r0.y, cb0[71].z, -cb0[71].w
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mad r0.y, r0.y, cb0[71].x, cb0[71].y
add r0.y, r0.w, r0.y
lt r0.w, cb0[35].w, l(1.000000)
movc r0.y, r0.w, r0.z, r0.y
mul_sat r0.y, r0.y, cb1[12].x
min r0.x, r0.y, r0.x
add r0.x, 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

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