//DBSZ radial blur PS 2. Black and white.
// ---- Created with geo-11 v0.6.198 on Tue Oct  8 22:31:47 2024
//Texture2D<float4> t0 : register(t0);
//
//SamplerState s1_s : register(s1);
//
//SamplerState s0_s : register(s0);
//
//cbuffer cb1 : register(b1)
//{
//  float4 cb1[9];
//}
//
//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,r2,r3,r4,r5,r6;
//  uint4 bitmask, uiDest;
//  float4 fDest;
//  
//  float4 stereo = StereoParams.Load(0);
//  
//  r0.xy = asuint(cb0[37].xy);
//  r0.xy = v0.xy + -r0.xy;
//  r0.zw = cb0[38].zw * r0.xy;
//  r1.xy = r0.zw * cb0[5].xy + cb0[4].xy;
//  r2.xyz = t0.Sample(s1_s, r1.xy).xyz;
//  r3.y = cb0[3].x / cb0[3].y;
//  r3.x = 1;
//  r1.zw = cb1[3].zw * r3.xy;
//  r4.xyz = t0.Sample(s0_s, r1.xy).xyz;
//  r1.x = 1 + cb1[4].x;
//  r1.x = 1 / r1.x;
//  r5.xyz = r2.xyz;
//  r1.y = 1;
//  r2.w = 1;
//  while (true) {
//    r3.z = cmp(r2.w >= cb1[4].x);
//    if (r3.z != 0) break;
//    r3.z = r2.w * r1.x;
//    r3.z = log2(r3.z);
//    r3.z = cb1[4].y * r3.z;
//    r3.z = exp2(r3.z);
//    r3.z = 1 + -r3.z;
//    r6.xy = saturate(r1.zw * r2.ww + r0.zw);
//    r6.xy = r6.xy * cb0[5].xy + cb0[4].xy;
//    r6.xyz = t0.Sample(s1_s, r6.xy).xyz;
//    r5.xyz = r6.xyz * r3.zzz + r5.xyz;
//    r1.y = r3.z + r1.y;
//    r2.w = 1 + r2.w;
//  }
//  r1.yzw = r5.xyz / r1.yyy;
//  r0.z = saturate(cb1[4].z);
//  r1.yzw = r1.yzw + -r2.xyz;
//  r1.yzw = r0.zzz * r1.yzw + r2.xyz;
//  r3.xy = cb1[6].xy * r3.xy + float2(0.5,0.5);
//  
//  r3.x+=stereo.x*0.5;
//  
//  r0.xy = r0.xy * cb0[38].zw + -r3.xy;
//  r5.xyz = r2.xyz;
//  r0.w = 1;
//  r2.w = 1;
//  while (true) {
//    r3.z = cmp(r2.w >= cb1[4].x);
//    if (r3.z != 0) break;
//    r3.z = r2.w * r1.x;
//    r3.z = log2(r3.z);
//    r3.z = cb1[4].y * r3.z;
//    r3.z = exp2(r3.z);
//    r3.z = 1 + -r3.z;
//    r3.w = -cb1[2].w * r2.w + 1;
//    r6.xy = saturate(r0.xy * r3.ww + r3.xy);
//    r6.xy = r6.xy * cb0[5].xy + cb0[4].xy;
//    r6.xyz = t0.Sample(s1_s, r6.xy).xyz;
//    r5.xyz = r6.xyz * r3.zzz + r5.xyz;
//    r0.w = r3.z + r0.w;
//    r2.w = 1 + r2.w;
//  }
//  r3.xyz = r5.xyz / r0.www;
//  
//  r0.x-=stereo.x*0.5;
//  
//  r0.x = dot(r0.xy, r0.xy);
//  r0.x = sqrt(r0.x);
//  r0.x = cb1[6].z + r0.x;
//  r0.x = saturate(cb1[6].w * r0.x);
//  r0.x = r0.z * r0.x;
//  r0.yzw = r3.xyz + -r2.xyz;
//  r0.xyz = r0.xxx * r0.yzw + r2.xyz;
//  r0.w = -0.5 + cb1[7].x;
//  r0.w = cmp(9.99999975e-06 < abs(r0.w));
//  r1.x = cmp(cb1[7].x >= 0.5);
//  r0.xyz = r1.xxx ? r1.yzw : r0.xyz;
//  r0.xyz = r0.www ? r0.xyz : r4.xyz;
//  r0.xyz = r0.xyz + -r2.xyz;
//  r0.xyz = cb1[7].yyy * r0.xyz + r2.xyz;
//  r1.xyz = cb1[8].xyz + -r0.xyz;
//  r0.xyz = cb1[7].zzz * 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 22:31:47 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[9], 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 r1.xy, r0.zwzz, cb0[5].xyxx, cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.xyxx, t0.xyzw, s1
div r3.y, cb0[3].x, cb0[3].y
mov r3.x, l(1.000000)
mul r1.zw, r3.xxxy, cb1[3].zzzw
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r1.xyxx, t0.xyzw, s0
add r1.x, cb1[4].x, l(1.000000)
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
mov r5.xyz, r2.xyzx
mov r1.y, l(1.000000)
mov r2.w, l(1.000000)
loop
  ge r3.z, r2.w, cb1[4].x
  breakc_nz r3.z
  mul r3.z, r1.x, r2.w
  log r3.z, r3.z
  mul r3.z, r3.z, cb1[4].y
  exp r3.z, r3.z
  add r3.z, -r3.z, l(1.000000)
  mad_sat r6.xy, r1.zwzz, r2.wwww, r0.zwzz
  mad r6.xy, r6.xyxx, cb0[5].xyxx, cb0[4].xyxx
  sample_indexable(texture2d)(float,float,float,float) r6.xyz, r6.xyxx, t0.xyzw, s1
  mad r5.xyz, r6.xyzx, r3.zzzz, r5.xyzx
  add r1.y, r1.y, r3.z
  add r2.w, r2.w, l(1.000000)
endloop
div r1.yzw, r5.xxyz, r1.yyyy
mov_sat r0.z, cb1[4].z
add r1.yzw, -r2.xxyz, r1.yyzw
mad r1.yzw, r0.zzzz, r1.yyzw, r2.xxyz
mad r3.xy, cb1[6].xyxx, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)

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

mad r0.xy, r0.xyxx, cb0[38].zwzz, -r3.xyxx
mov r5.xyz, r2.xyzx
mov r0.w, l(1.000000)
mov r2.w, l(1.000000)
loop
  ge r3.z, r2.w, cb1[4].x
  breakc_nz r3.z
  mul r3.z, r1.x, r2.w
  log r3.z, r3.z
  mul r3.z, r3.z, cb1[4].y
  exp r3.z, r3.z
  add r3.z, -r3.z, l(1.000000)
  mad r3.w, -cb1[2].w, r2.w, l(1.000000)
  mad_sat r6.xy, r0.xyxx, r3.wwww, r3.xyxx
  mad r6.xy, r6.xyxx, cb0[5].xyxx, cb0[4].xyxx
  sample_indexable(texture2d)(float,float,float,float) r6.xyz, r6.xyxx, t0.xyzw, s1
  mad r5.xyz, r6.xyzx, r3.zzzz, r5.xyzx
  add r0.w, r0.w, r3.z
  add r2.w, r2.w, l(1.000000)
endloop
div r3.xyz, r5.xyzx, r0.wwww

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

dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
add r0.x, r0.x, cb1[6].z
mul_sat r0.x, r0.x, cb1[6].w
mul r0.x, r0.x, r0.z
add r0.yzw, -r2.xxyz, r3.xxyz
mad r0.xyz, r0.xxxx, r0.yzwy, r2.xyzx
add r0.w, cb1[7].x, l(-0.500000)
lt r0.w, l(0.000010), |r0.w|
ge r1.x, cb1[7].x, l(0.500000)
movc r0.xyz, r1.xxxx, r1.yzwy, r0.xyzx
movc r0.xyz, r0.wwww, r0.xyzx, r4.xyzx
add r0.xyz, -r2.xyzx, r0.xyzx
mad r0.xyz, cb1[7].yyyy, r0.xyzx, r2.xyzx
add r1.xyz, -r0.xyzx, cb1[8].xyzx
mad r0.xyz, cb1[7].zzzz, 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
