//DBSZ vignette PS 5. During special attacks.
// ---- Created with geo-11 v0.6.198 on Thu Oct 17 20:41:39 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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  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 + cb1[1].zw;
  r0.xy = cb0[38].zw * r0.xy;
  r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
  
  r0.z-=stereo.x*0.5;
  
  r0.zw = float2(-0.5,-0.5) + r0.zw;
  r0.z = dot(r0.zw, cb1[4].xy);
  
  if (iniparams10.z==0) {
    r0.z = 0;
  }
  
  r0.z = 0.5 + r0.z;
  r0.w = 1 + -r0.z;
  r0.z = r0.z * r0.w + cb1[4].z;
  r0.w = log2(r0.z);
  r0.z = cmp(0 >= r0.z);
  r0.w = cb1[4].w * r0.w;
  r0.w = exp2(r0.w);
  r0.w = min(1, r0.w);
  r0.z = r0.z ? 0 : r0.w;
  r1.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.xyw = t0.Sample(s1_s, r0.xy).xyz;
  r1.xyz = r1.xyz * r0.zzz + -r0.xyw;
  r0.xyz = cb1[5].xxx * r1.xyz + r0.xyw;
  r1.xyz = cb1[6].xyz + -r0.xyz;
  r0.xyz = cb1[5].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 Thu Oct 17 20:41:39 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[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 2
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mad r0.zw, r0.xxxy, cb0[38].zzzw, cb1[1].zzzw
mul r0.xy, r0.xyxx, cb0[38].zwzz
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
add r0.zw, r0.zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
dp2 r0.z, r0.zwzz, cb1[4].xyxx
add r0.z, r0.z, l(0.500000)
add r0.w, -r0.z, l(1.000000)
mad r0.z, r0.z, r0.w, cb1[4].z
log r0.w, r0.z
ge r0.z, l(0.000000), r0.z
mul r0.w, r0.w, cb1[4].w
exp r0.w, r0.w
min r0.w, r0.w, l(1.000000)
movc r0.z, r0.z, l(0), r0.w
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r0.xyw, r0.xyxx, t0.xywz, s1
mad r1.xyz, r1.xyzx, r0.zzzz, -r0.xywx
mad r0.xyz, cb1[5].xxxx, r1.xyzx, r0.xywx
add r1.xyz, -r0.xyzx, cb1[6].xyzx
mad r0.xyz, cb1[5].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

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