//Skybox PS 1.
// ---- Created with 3Dmigoto v1.3.16 on Sun Dec 25 10:52:03 2022

cbuffer RenderView : register(b0)
{
  float4x4 uProjectionMatrix : packoffset(c0);
  float4x4 uModelViewMatrix : packoffset(c4);
  float4x4 uInverseProjectionMatrix : packoffset(c8);
  float4x4 uPrevProjection : packoffset(c12);
  float4x4 uInverseModelViewMatrix : packoffset(c16);
  float4x4 uPrevModelView : packoffset(c20);
  float4x4 uRotationMatrix : packoffset(c24);
  float4x4 uInverseRotationMatrix : packoffset(c28);
  float4x4 uTransposedRotationMatrix : packoffset(c32);
  float4x4 uClipMatrix : packoffset(c36);
  float4x4 uInverseClipMatrix : packoffset(c40);
  float4x4 uPrevClipMatrix : packoffset(c44);
  float4x4 uNormalMatrix : packoffset(c48);
  float3 uViewOrigin : packoffset(c52);
  float uViewWidth : packoffset(c52.w);
  float uViewHeight : packoffset(c53);
  float uZNear : packoffset(c53.y);
  float uZFar : packoffset(c53.z);
  float2 uInvFocalCoords : packoffset(c54);
  float4 uResolutionScale : packoffset(c55);
  float4 uScreenBounds : packoffset(c56);
  float4 uFrustumCorners[4] : packoffset(c57);
}

cbuffer WorldFog : register(b1)
{
  float4 uFogColor : packoffset(c0);
}

cbuffer QuakeSkyParams : register(b2)
{
  float uSpeedScale : packoffset(c0);
  float uSkyFogFactor : packoffset(c0.y);
  float uSkyAlpha : packoffset(c0.z);
}

SamplerState uSampletQuakeImage_s : register(s0);
Texture2D<float4> uTex_tQuakeImage : register(t0);


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


void main(
  float4 v0 : SV_Position0,
  float3 v1 : POSITION0,
  float4 v2 : POSITION1,
  float4 v3 : POSITION2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = v0.x / uViewWidth;
  r0.y = v0.y / uViewHeight;
  r0.zw = uScreenBounds.xy * uResolutionScale.zw;
  r0.xy = r0.xy * uResolutionScale.zw + -r0.zw;
  r0.z = 1 + -r0.y;
  r0.xy = r0.xz * float2(2,2) + float2(-1,-1);
  r0.xy = uInvFocalCoords.xy * r0.xy;
  r0.xy = -v1.zz * r0.xy;
  
  r0.x+=stereo.x*(v1.z+stereo.y*0.0625)/uProjectionMatrix._m00;
  
  r0.yzw = uInverseModelViewMatrix._m01_m11_m21 * r0.yyy;
  r0.xyz = uInverseModelViewMatrix._m00_m10_m20 * r0.xxx + r0.yzw;
  r0.xyz = uInverseModelViewMatrix._m02_m12_m22 * v1.zzz + r0.xyz;
  r0.xyz = uInverseModelViewMatrix._m03_m13_m23 + r0.xyz;
  r0.xyz = -uViewOrigin.xyz + r0.xyz;
  r0.w = 3 * r0.z;
  r0.z = dot(r0.xyw, r0.xyw);
  r0.z = sqrt(r0.z);
  r0.z = 378 / r0.z;
  r0.xy = r0.xy * r0.zz + uSpeedScale;
  r0.xy = float2(0.0078125,0.0078125) * r0.xy;
  r0.xyzw = uTex_tQuakeImage.Sample(uSampletQuakeImage_s, r0.xy).xyzw;
  r1.xyz = uFogColor.xyz + -r0.xyz;
  o0.xyz = uSkyFogFactor * r1.xyz + r0.xyz;
  o0.w = uSkyAlpha * r0.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v1.3.16 on Sun Dec 25 10:52:03 2022
//
//
// Buffer Definitions:
//
// cbuffer RenderView
// {
//
//   float4x4 uProjectionMatrix;        // Offset:    0 Size:    64 [unused]
//   float4x4 uModelViewMatrix;         // Offset:   64 Size:    64 [unused]
//   float4x4 uInverseProjectionMatrix; // Offset:  128 Size:    64 [unused]
//   float4x4 uPrevProjection;          // Offset:  192 Size:    64 [unused]
//   float4x4 uInverseModelViewMatrix;  // Offset:  256 Size:    64
//   float4x4 uPrevModelView;           // Offset:  320 Size:    64 [unused]
//   float4x4 uRotationMatrix;          // Offset:  384 Size:    64 [unused]
//   float4x4 uInverseRotationMatrix;   // Offset:  448 Size:    64 [unused]
//   float4x4 uTransposedRotationMatrix;// Offset:  512 Size:    64 [unused]
//   float4x4 uClipMatrix;              // Offset:  576 Size:    64 [unused]
//   float4x4 uInverseClipMatrix;       // Offset:  640 Size:    64 [unused]
//   float4x4 uPrevClipMatrix;          // Offset:  704 Size:    64 [unused]
//   float4x4 uNormalMatrix;            // Offset:  768 Size:    64 [unused]
//   float3 uViewOrigin;                // Offset:  832 Size:    12
//   float uViewWidth;                  // Offset:  844 Size:     4
//   float uViewHeight;                 // Offset:  848 Size:     4
//   float uZNear;                      // Offset:  852 Size:     4 [unused]
//   float uZFar;                       // Offset:  856 Size:     4 [unused]
//   float2 uInvFocalCoords;            // Offset:  864 Size:     8
//   float4 uResolutionScale;           // Offset:  880 Size:    16
//   float4 uScreenBounds;              // Offset:  896 Size:    16
//   float4 uFrustumCorners[4];         // Offset:  912 Size:    64 [unused]
//
// }
//
// cbuffer WorldFog
// {
//
//   float4 uFogColor;                  // Offset:    0 Size:    16
//
// }
//
// cbuffer QuakeSkyParams
// {
//
//   float uSpeedScale;                 // Offset:    0 Size:     4
//   float uSkyFogFactor;               // Offset:    4 Size:     4
//   float uSkyAlpha;                   // Offset:    8 Size:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// uSampletQuakeImage                sampler      NA          NA    0        1
// uTex_tQuakeImage                  texture  float4          2d    0        1
// RenderView                        cbuffer      NA          NA    0        1
// WorldFog                          cbuffer      NA          NA    1        1
// QuakeSkyParams                    cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// POSITION                 0   xyz         1     NONE   float     z
// POSITION                 1   xyzw        2     NONE   float
// POSITION                 2   xyzw        3     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[57], immediateIndexed
dcl_constantbuffer CB1[1], immediateIndexed
dcl_constantbuffer CB2[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.z
dcl_output o0.xyzw
dcl_temps 2
div r0.x, v0.x, cb0[52].w
div r0.y, v0.y, cb0[53].x
mul r0.zw, cb0[55].zzzw, cb0[56].xxxy
mad r0.xy, r0.xyxx, cb0[55].zwzz, -r0.zwzz
add r0.z, -r0.y, l(1.000000)
mad r0.xy, r0.xzxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, cb0[54].xyxx
mul r0.xy, r0.xyxx, -v1.zzzz
mul r0.yzw, r0.yyyy, cb0[17].xxyz
mad r0.xyz, cb0[16].xyzx, r0.xxxx, r0.yzwy
mad r0.xyz, cb0[18].xyzx, v1.zzzz, r0.xyzx
add r0.xyz, r0.xyzx, cb0[19].xyzx
add r0.xyz, r0.xyzx, -cb0[52].xyzx
mul r0.w, r0.z, l(3.000000)
dp3 r0.z, r0.xywx, r0.xywx
sqrt r0.z, r0.z
div r0.z, l(378.000000), r0.z
mad r0.xy, r0.xyxx, r0.zzzz, cb2[0].xxxx
mul r0.xy, r0.xyxx, l(0.00781250000, 0.00781250000, 0.000000, 0.000000)
sample r0.xyzw, r0.xyxx, t0.xyzw, s0
add r1.xyz, -r0.xyzx, cb1[0].xyzx
mad o0.xyz, cb2[0].yyyy, r1.xyzx, r0.xyzx
mul o0.w, r0.w, cb2[0].z
ret
// Approximately 24 instruction slots used

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