//Car smoke layer PS? August 2025 update.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sat Aug 23 12:31:58 2025
//
//
// Buffer Definitions:
//
// cbuffer perDraw
// {
//
//   float4 edgeTargetParams;           // Index:    0.xyzw           Components:     4
//   float4 screenRect;                 // Index:    1.xyzw           Components:     4 [unused]
//   float4 offscreenTargetParams;      // Index:    2.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// colorSource_sampler_              sampler      NA          NA    0        1
// edgeSource_sampler_               sampler      NA          NA    1        1
// colorSourceTex                    texture  float4          2d    0        1
// edgeSourceTex                     texture  float4          2d    1        1
// perDraw                           cbuffer      NA          NA    0        1
//
//
//
// 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   xy w
//
//
// 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[3], 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.xyw
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

mov r10.x, l(1.0)
discard_nz r10.x

div r0.xy, v1.xyxx, v1.wwww
div r0.zw, v2.xxxy, v2.wwww
add r0.xyzw, r0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
mul r1.x, r0.x, cb0[2].z
mul r1.yw, r0.yyyw, l(0.000000, 0.500000, 0.000000, 0.500000)
mul r1.z, r0.z, cb0[0].z
mad r0.xyzw, r1.xyzw, l(1.000000, -1.000000, 1.000000, -1.000000), l(0.000000, 1.000000, 0.000000, 1.000000)
mul r1.w, r0.w, cb0[0].w
mul r1.xz, r0.xxzx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r1.y, r0.y, cb0[2].w
add r0.xy, r1.xyxx, cb0[2].xyxx
add r0.zw, r1.zzzw, cb0[0].xxxy
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t1.yzxw, s1
lt r0.z, -r0.z, l(0.000000)
discard_nz r0.z
sample_indexable(texture2d)(float,float,float,float) o0.xyzw, r0.xyxx, t0.xyzw, s0
ret
// Approximately 17 instruction slots used
