// Frost smoke from the Groke
//
// ---- Created with 3Dmigoto v0.6.164 on Fri May 16 18:50:44 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[7];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[65];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  float4 v3 : TEXCOORD1,
  float4 v4 : TEXCOORD2,
  float4 v5 : TEXCOORD3,
  float4 v6 : TEXCOORD6,
  float3 v7 : TEXCOORD8,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xyzw = t0.SampleBias(s0_s, v1.xy, cb0[19].x).xyzw;
  r0.xyzw = cb1[3].xyzw * r0.xyzw;
  r0.xyz = v2.xyz * cb1[5].xxx + r0.xyz;
  r1.xyz = abs(r0.xyz) + -r0.xyz;
  r1.xyz = cb1[5].yyy * r1.xyz + r0.xyz;
  r1.w = v2.w * r0.w;
  r0.xy = cmp(float2(0,0) < cb1[0].xy);
  r0.x = (int)r0.y | (int)r0.x;
  if (r0.x != 0) {
  
    //Stereoize
    v6.x += stereo.x * (v6.w - stereo.y) * 0.5;
    
    r0.xy = v6.xy / v6.ww;
    r0.xyzw = t1.SampleBias(s1_s, r0.xy, cb0[19].x).xyzw;
    r0.y = cmp(cb0[21].w == 0.000000);
    r0.z = cb0[20].z * r0.x + cb0[20].w;
    r0.z = 1 / r0.z;
    r0.w = cb0[17].z + -cb0[17].y;
    r0.x = -r0.w * r0.x + cb0[17].z;
    r0.x = r0.y ? r0.z : r0.x;
    r0.y = cb0[62].z * v3.y;
    r0.y = cb0[61].z * v3.x + r0.y;
    r0.y = cb0[63].z * v3.z + r0.y;
    r0.y = cb0[64].z + r0.y;
    r0.x = -cb1[0].x + r0.x;
    r0.x = r0.x + -abs(r0.y);
    r0.x = saturate(cb1[0].y * r0.x);
  } else {
    r0.x = 1;
  }
  r0.y = 1;
  r0.xyzw = r1.xyzw * r0.yyyx;
  r1.x = v6.z / v6.w;
  r1.x = cb0[20].z * r1.x + cb0[20].w;
  r1.x = 1 / r1.x;
  r1.x = -cb1[1].x + r1.x;
  r1.x = saturate(cb1[1].y * r1.x);
  r0.w = r1.x * r0.w;
  r1.x = cmp(cb1[6].w == 1.000000);
  o0.w = r1.x ? r0.w : 1;
  o0.xyz = r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Fri May 16 18:50:44 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyz
// TEXCOORD                 2   xyz         4     NONE   float
// TEXCOORD                 3   xyz         5     NONE   float
// TEXCOORD                 6   xyzw        6     NONE   float   xyzw
// TEXCOORD                 8   xyz         7     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[65], 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_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyz
dcl_input_ps linear v6.xyzw
dcl_output o0.xyzw
dcl_temps 2
sample_b r0.xyzw, v1.xyxx, t0.xyzw, s0, cb0[19].x
mul r0.xyzw, r0.xyzw, cb1[3].xyzw
mad r0.xyz, v2.xyzx, cb1[5].xxxx, r0.xyzx
add r1.xyz, -r0.xyzx, |r0.xyzx|
mad r1.xyz, cb1[5].yyyy, r1.xyzx, r0.xyzx
mul r1.w, r0.w, v2.w
lt r0.xy, l(0.000000, 0.000000, 0.000000, 0.000000), cb1[0].xyxx
or r0.x, r0.y, r0.x
if_nz r0.x
  div r0.xy, v6.xyxx, v6.wwww
  sample_b r0.xyzw, r0.xyxx, t1.xyzw, s1, cb0[19].x
  eq r0.y, cb0[21].w, l(0.000000)
  mad r0.z, cb0[20].z, r0.x, cb0[20].w
  div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
  add r0.w, -cb0[17].y, cb0[17].z
  mad r0.x, -r0.w, r0.x, cb0[17].z
  movc r0.x, r0.y, r0.z, r0.x
  mul r0.y, v3.y, cb0[62].z
  mad r0.y, cb0[61].z, v3.x, r0.y
  mad r0.y, cb0[63].z, v3.z, r0.y
  add r0.y, r0.y, cb0[64].z
  add r0.x, r0.x, -cb1[0].x
  add r0.x, -|r0.y|, r0.x
  mul_sat r0.x, r0.x, cb1[0].y
else
  mov r0.x, l(1.000000)
endif
mov r0.y, l(1.000000)
mul r0.xyzw, r0.yyyx, r1.xyzw
div r1.x, v6.z, v6.w
mad r1.x, cb0[20].z, r1.x, cb0[20].w
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
add r1.x, r1.x, -cb1[1].x
mul_sat r1.x, r1.x, cb1[1].y
mul r0.w, r0.w, r1.x
eq r1.x, cb1[6].w, l(1.000000)
movc o0.w, r1.x, r0.w, l(1.000000)
mov o0.xyz, r0.xyzx
ret
// Approximately 0 instruction slots used

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