// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Oct 12 17:28:29 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_buffer (float,float,float,float) t125
ld_indexable(buffer)(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(-0.500000), 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(-0.500000), 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
