//Car motion blur PS 2.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Thu Jul 13 14:17:31 2023
//
//
// Buffer Definitions:
//
// cbuffer RenderPassConstBuffer
// {
//
//   float4 ambientSH9[9];              // Index:    0-8              Components:    36 [unused]
//   float4 ambient;                    // Index:    9.xyzw           Components:     4 [unused]
//   float3 fogData;                    // Index:   10.xyz            Components:     3 [unused]
//   float accumTime;                   // Index:   10.w              Components:     1 [unused]
//   float4 fogColor;                   // Index:   11.xyzw           Components:     4 [unused]
//   float4 oneOverFarplane;            // Index:   12.xyzw           Components:     4 [unused]
//   float4x4 worldToCamera;            // Index:   13 14 15 16       Components:    16 [unused]
//   float4x4 worldToCameraPos0;        // Index:   17 18 19 20       Components:    16 [unused]
//   float4x4 worldToScreenPos0;        // Index:   21 22 23 24       Components:    16 [unused]
//   float3 cameraRemainder;            // Index:   25.xyz            Components:     3 [unused]
//   float _padding_00;                 // Index:   25.w              Components:     1 [unused]
//   float4x4 cameraToScreen;           // Index:   26 27 28 29       Components:    16 [unused]
//   float4x4 viewProj;                 // Index:   30 31 32 33       Components:    16 [unused]
//   float3 vEye;                       // Index:   34.xyz            Components:     3 [unused]
//   float _padding0;                   // Index:   34.w              Components:     1 [unused]
//   float3 eyePosWorld;                // Index:   35.xyz            Components:     3 [unused]
//   float _padding1;                   // Index:   35.w              Components:     1 [unused]
//   float4x4 eyeMat;                   // Index:   36 37 38 39       Components:    16 [unused]
//   float3 diffuseEyePosWorld;         // Index:   40.xyz            Components:     3 [unused]
//   float _padding2;                   // Index:   40.w              Components:     1 [unused]
//   float4 clipPlane0;                 // Index:   41.xyzw           Components:     4 [unused]
//   float4 projectionParams;           // Index:   42.xyzw           Components:     4 [unused]
//   int4 viewportParams;               // Index:   43.xyzw           Components:     4
//   float4 lightInfoBufferParams;      // Index:   44.xyzw           Components:     4 [unused]
//   float4 lightParams;                // Index:   45.xyzw           Components:     4 [unused]
//   float2 atlasScale;                 // Index:   46.xy             Components:     2 [unused]
//   uint renderPassFlags;              // Index:   46.z              Components:     1 [unused]
//   uint renderPassCustomFlags;        // Index:   46.w              Components:     1 [unused]
//   float4x4 worldToLightProj;         // Index:   47 48 49 50       Components:    16 [unused]
//   float4 scaleX;                     // Index:   51.xyzw           Components:     4 [unused]
//   float4 scaleY;                     // Index:   52.xyzw           Components:     4 [unused]
//   float4 offsetX;                    // Index:   53.xyzw           Components:     4 [unused]
//   float4 offsetY;                    // Index:   54.xyzw           Components:     4 [unused]
//   float4 atlasXOffset;               // Index:   55.xyzw           Components:     4 [unused]
//   float4 atlasYOffset;               // Index:   56.xyzw           Components:     4 [unused]
//   float4 farPlaneScalePSSM;          // Index:   57.xyzw           Components:     4 [unused]
//   float4 overDarkPSSM;               // Index:   58.xyzw           Components:     4 [unused]
//   float2 atlasScalePSSM;             // Index:   59.xy             Components:     2 [unused]
//   float2 fadeStartLength;            // Index:   59.zw             Components:     2 [unused]
//   float shadowSoftness;              // Index:   60.x              Components:     1 [unused]
//   float3 _padding4;                  // Index:   60.yzw            Components:     3 [unused]
//   float4x4 viewProjPrevFrame;        // Index:   61 62 63 64       Components:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// RenderPassConstBuffer             cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyz         1     NONE   float
// TEXCOORD                 3      w        1     NONE   float      w
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float
// TEXCOORD                 4   x           4     NONE   float
// SV_IsFrontFace           0   x           5    FFACE    uint
//
//
// 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[44], immediateIndexed
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.w
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 31
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture2d)(float,float,float,float) r23.xyzw, l(2, 0, 0, 0), t125.xyzw
mul r0.x, v0.y, l(0.916000)
mad r0.x, v0.x, l(0.350000), -r0.x
frc r0.x, r0.x
add r0.x, -r0.x, v1.w
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
itof r0.xy, cb0[43].zwzz

mov r22.xyzw, v2.xyzw

add r26.x, r22.w, -r23.y
//mad r22.x, r23.x, r26.x, r22.x

div r0.xy, v0.xyxx, r0.xyxx
div r0.zw, r22.xxxy, v2.wwww
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, -0.500000), l(0.000000, 0.000000, 0.500000, 0.500000)
add r0.xy, -r0.zwzz, r0.xyxx
mul o0.xy, r0.xyxx, v2.zzzz
mov o0.zw, l(0,0,0,0)
ret
// Approximately 14 instruction slots used
