//glow sun
// ---- Created with 3Dmigoto v1.3.16 on Sun Jul 14 07:16:53 2024
Texture2D<float4> t4 : register(t4);

Texture3D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s4_s : register(s4);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[8];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 s = StereoParams.Load(0);
float4 texFilter = IniParams.Load(int2(14,0));
float4 testeo = IniParams.Load(int2(90,0));
float cursor_showing  = IniParams[1].z;
float4 diagx = IniParams.Load(int2(20,0));  



  r0.xyzw = t2.Sample(s4_s, v1.xy).xyzw;
  r0.y = cmp(r0.x == 0.000000);
  r1.xyzw = t0.Sample(s2_s, v1.xy).xyzw;
  r0.x = cmp(r0.x < r1.x);
  r0.z = cb1[7].z * r1.x + cb1[7].w;
  r0.z = 1 / r0.z;
  r0.z = -cb0[2].x + r0.z;
  r0.z = saturate(cb0[2].w * r0.z);
  r0.z = log2(r0.z);
  r0.z = 0.25 * r0.z;
  r1.z = exp2(r0.z);
  r0.x = (int)r0.y | (int)r0.x;
  r0.x = r0.x ? 1.000000 : 0;
  r2.xyzw = t1.Sample(s3_s, v1.xy).xyzw;
  r0.x = r2.x * r0.x;
  r0.x = cmp(r0.x < 0);
  if (r0.x != 0) discard;
  r1.xy = v1.xy;
  
r1.x -= s.x  * 0.5;
  
  r0.xyzw = t3.Sample(s0_s, r1.xyz).xyzw;
  r1.xyzw = t4.Sample(s1_s, v1.xy).xyzw;
  o0.xyz = r1.xyz * r0.www + r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Jul 14 07:16:53 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[3], immediateIndexed
dcl_constantbuffer cb1[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture3d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
sample r0.xyzw, v1.xyxx, t2.xyzw, s4
eq r0.y, r0.x, l(0.000000)
sample r1.xyzw, v1.xyxx, t0.xyzw, s2
lt r0.x, r0.x, r1.x
mad r0.z, cb1[7].z, r1.x, cb1[7].w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
add r0.z, r0.z, -cb0[2].x
mul_sat r0.z, r0.z, cb0[2].w
log r0.z, r0.z
mul r0.z, r0.z, l(0.250000)
exp r1.z, r0.z
or r0.x, r0.y, r0.x
and r0.x, r0.x, l(0x3f800000)
sample r2.xyzw, v1.xyxx, t1.xyzw, s3
mul r0.x, r0.x, r2.x
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mov r1.xy, v1.xyxx
sample r0.xyzw, r1.xyzx, t3.xyzw, s0
sample r1.xyzw, v1.xyxx, t4.xyzw, s1
mad o0.xyz, r1.xyzx, r0.wwww, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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