//Halo in cavern
// ---- Created with 3Dmigoto v0.6.164 on Fri May 16 16:14:08 2025
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[21];
}




// 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 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  float4 v4 : TEXCOORD3,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 s = StereoParams.Load(0);
v1.x += s.x * (v1.w - s.y) * 0.5;  

  r0.xy = v1.xy / v1.ww;
  r0.xyzw = t0.Sample(s1_s, r0.xy).xyzw;
  r0.x = cb0[20].z * r0.x + cb0[20].w;
  r0.x = 1 / r0.x;
  r0.yzw = v2.xyz / v2.www;
  r0.xyz = r0.yzw * r0.xxx + v3.xyz;
  r1.xyz = float3(0.5,0.5,0.5) + -abs(r0.xyz);
  r1.xyz = cmp(r1.xyz < float3(0,0,0));
  r0.w = (int)r1.y | (int)r1.x;
  r0.w = (int)r1.z | (int)r0.w;
  if (r0.w != 0) discard;
  r0.xy = float2(0.5,0.5) + r0.xy;
  r0.z = abs(r0.z) + abs(r0.z);
  r0.z = min(1, r0.z);
  r0.z = 1 + -r0.z;
  r0.xy = r0.xy * cb1[0].xy + cb1[0].zw;
  r1.xyzw = t1.Sample(s0_s, r0.xy).xyzw;
  r0.x = log2(r1.w);
  r0.x = cb1[3].x * r0.x;
  r0.x = exp2(r0.x);
  r0.x = r0.x * r0.z;
  o0.x = cb1[3].y * r0.x;
  o0.w = r0.x;
  o0.yz = float2(0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Fri May 16 16:14:08 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[21], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xyw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyz
dcl_output o0.xyzw
dcl_temps 2
div r0.xy, v1.xyxx, v1.wwww
sample r0.xyzw, r0.xyxx, t0.xyzw, s1
mad r0.x, cb0[20].z, r0.x, cb0[20].w
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
div r0.yzw, v2.xxyz, v2.wwww
mad r0.xyz, r0.yzwy, r0.xxxx, v3.xyzx
add r1.xyz, -|r0.xyzx|, l(0.500000, 0.500000, 0.500000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
add r0.z, |r0.z|, |r0.z|
min r0.z, r0.z, l(1.000000)
add r0.z, -r0.z, l(1.000000)
mad r0.xy, r0.xyxx, cb1[0].xyxx, cb1[0].zwzz
sample r1.xyzw, r0.xyxx, t1.xyzw, s0
log r0.x, r1.w
mul r0.x, r0.x, cb1[3].x
exp r0.x, r0.x
mul r0.x, r0.z, r0.x
mul o0.x, r0.x, cb1[3].y
mov o0.w, r0.x
mov o0.yz, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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