//Temporal antialiasing PS 1.
// ---- Created with 3Dmigoto v0.6.163 on Thu Aug 21 20:18:36 2025

cbuffer cb_scene : register(b0)
{
  float4x4 view_g : packoffset(c0);
  float4x4 viewInv_g : packoffset(c4);
  float4x4 proj_g : packoffset(c8);
  float4x4 projInv_g : packoffset(c12);
  float4x4 viewProj_g : packoffset(c16);
  float4x4 viewProjInv_g : packoffset(c20);
  float2 vpSize_g : packoffset(c24);
  float2 invVPSize_g : packoffset(c24.z);
  float3 lightColor_g : packoffset(c25);
  float disableMapObjNearFade_g : packoffset(c25.w);
  float3 lightDirection_g : packoffset(c26);
  float gameTime_g : packoffset(c26.w);
  float3 sceneShadowColor_g : packoffset(c27);
  int shadowmapCascadeCount_g : packoffset(c27.w);
  float3 windDirection_g : packoffset(c28);
  float sceneTime_g : packoffset(c28.w);
  float2 lightTileSizeInv_g : packoffset(c29);
  float fogNearDistance_g : packoffset(c29.z);
  float fogFadeRangeInv_g : packoffset(c29.w);
  float3 fogColor_g : packoffset(c30);
  float fogIntensity_g : packoffset(c30.w);
  float fogHeight_g : packoffset(c31);
  float fogHeightRangeInv_g : packoffset(c31.y);
  float windWaveTime_g : packoffset(c31.z);
  float windWaveFrequency_g : packoffset(c31.w);
  uint localLightProbeCount_g : packoffset(c32);
  float lightSpecularGlossiness_g : packoffset(c32.y);
  float lightSpecularIntensity_g : packoffset(c32.z);
  float localShadowResolutionInv_g : packoffset(c32.w);
  float4x4 ditherMtx_g : packoffset(c33);
  float4 lightProbe_g[9] : packoffset(c37);
  float3 chrLightDir_g : packoffset(c46);
  float windForce_g : packoffset(c46.w);
  float4 mapColor_g : packoffset(c47);
  float4 clipPlane_g : packoffset(c48);
  float2 resolutionScaling_g : packoffset(c49);
  float2 invShadowSize_g : packoffset(c49.z);
  float3 chrShadowColor_g : packoffset(c50);
  float shadowFadeNear_g : packoffset(c50.w);
  float4 frustumPlanes_g[6] : packoffset(c51);
  float3 shadowSplitDistance_g : packoffset(c57);
  float shadowFadeRangeInv_g : packoffset(c57.w);
  float4x4 shadowMtx_g[4] : packoffset(c58);
}

cbuffer cb_taa : register(b2)
{
  float4x4 toPrevView_g : packoffset(c0);
  float2 jitter_g : packoffset(c4);
  float2 texelSize_g : packoffset(c4.z);
  float staticBlending_g : packoffset(c5);
  float dynamicBlending_g : packoffset(c5.y);
  float motionSensitivity_g : packoffset(c5.z);
  float2 prevResolutionScale_g : packoffset(c6);
}

SamplerState samPoint_s : register(s0);
Texture2D<float4> depthTexture : register(t0);


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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 prev = StereoParams.Load(int3(2,0,0));
  
  r0.z = depthTexture.SampleLevel(samPoint_s, v1.xy, 0).x;
  r0.xy = v1.zw * float2(2,-2) + float2(-1,1);
  r0.w = 1;
  
  r1.w = dot(r0.xyzw, projInv_g._m03_m13_m23_m33);
  r0.x+=stereo.x*(stereo.y*r1.w-1);
  
  r1.x = dot(r0.xyzw, projInv_g._m00_m10_m20_m30);
  r1.y = dot(r0.xyzw, projInv_g._m01_m11_m21_m31);
  r1.z = dot(r0.xyzw, projInv_g._m02_m12_m22_m32);
  r1.w = dot(r0.xyzw, projInv_g._m03_m13_m23_m33);
  r0.xyzw = r1.xyzw / r1.wwww;
  r1.x = dot(r0.xyzw, toPrevView_g._m00_m10_m20_m30);
  r1.y = dot(r0.xyzw, toPrevView_g._m01_m11_m21_m31);
  r1.z = dot(r0.xyzw, toPrevView_g._m02_m12_m22_m32);
  r1.w = dot(r0.xyzw, toPrevView_g._m03_m13_m23_m33);
  r0.x = dot(r1.xyzw, proj_g._m00_m10_m20_m30);
  r0.y = dot(r1.xyzw, proj_g._m01_m11_m21_m31);
  r0.z = dot(r1.xyzw, proj_g._m03_m13_m23_m33);
  
  r0.x+=prev.x*(r0.z-prev.y);
  
  r0.xy = r0.xy / r0.zz;
  r0.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
  r0.z = 1 + -r0.y;
  o0.xy = -r0.xz * resolutionScaling_g.xy + v1.xy;
  o0.zw = float2(0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Thu Aug 21 20:18:36 2025
//
//
// Buffer Definitions:
//
// cbuffer cb_scene
// {
//
//   float4x4 view_g;                   // Offset:    0 Size:    64 [unused]
//   float4x4 viewInv_g;                // Offset:   64 Size:    64 [unused]
//   float4x4 proj_g;                   // Offset:  128 Size:    64
//   float4x4 projInv_g;                // Offset:  192 Size:    64
//   float4x4 viewProj_g;               // Offset:  256 Size:    64 [unused]
//   float4x4 viewProjInv_g;            // Offset:  320 Size:    64 [unused]
//   float2 vpSize_g;                   // Offset:  384 Size:     8 [unused]
//   float2 invVPSize_g;                // Offset:  392 Size:     8 [unused]
//   float3 lightColor_g;               // Offset:  400 Size:    12 [unused]
//   float disableMapObjNearFade_g;     // Offset:  412 Size:     4 [unused]
//   float3 lightDirection_g;           // Offset:  416 Size:    12 [unused]
//   float gameTime_g;                  // Offset:  428 Size:     4 [unused]
//   float3 sceneShadowColor_g;         // Offset:  432 Size:    12 [unused]
//   int shadowmapCascadeCount_g;       // Offset:  444 Size:     4 [unused]
//   float3 windDirection_g;            // Offset:  448 Size:    12 [unused]
//   float sceneTime_g;                 // Offset:  460 Size:     4 [unused]
//   float2 lightTileSizeInv_g;         // Offset:  464 Size:     8 [unused]
//   float fogNearDistance_g;           // Offset:  472 Size:     4 [unused]
//   float fogFadeRangeInv_g;           // Offset:  476 Size:     4 [unused]
//   float3 fogColor_g;                 // Offset:  480 Size:    12 [unused]
//   float fogIntensity_g;              // Offset:  492 Size:     4 [unused]
//   float fogHeight_g;                 // Offset:  496 Size:     4 [unused]
//   float fogHeightRangeInv_g;         // Offset:  500 Size:     4 [unused]
//   float windWaveTime_g;              // Offset:  504 Size:     4 [unused]
//   float windWaveFrequency_g;         // Offset:  508 Size:     4 [unused]
//   uint localLightProbeCount_g;       // Offset:  512 Size:     4 [unused]
//   float lightSpecularGlossiness_g;   // Offset:  516 Size:     4 [unused]
//   float lightSpecularIntensity_g;    // Offset:  520 Size:     4 [unused]
//   float localShadowResolutionInv_g;  // Offset:  524 Size:     4 [unused]
//   float4x4 ditherMtx_g;              // Offset:  528 Size:    64 [unused]
//   float4 lightProbe_g[9];            // Offset:  592 Size:   144 [unused]
//   float3 chrLightDir_g;              // Offset:  736 Size:    12 [unused]
//   float windForce_g;                 // Offset:  748 Size:     4 [unused]
//   float4 mapColor_g;                 // Offset:  752 Size:    16 [unused]
//   float4 clipPlane_g;                // Offset:  768 Size:    16 [unused]
//   float2 resolutionScaling_g;        // Offset:  784 Size:     8
//   float2 invShadowSize_g;            // Offset:  792 Size:     8 [unused]
//   float3 chrShadowColor_g;           // Offset:  800 Size:    12 [unused]
//   float shadowFadeNear_g;            // Offset:  812 Size:     4 [unused]
//   float4 frustumPlanes_g[6];         // Offset:  816 Size:    96 [unused]
//   float3 shadowSplitDistance_g;      // Offset:  912 Size:    12 [unused]
//   float shadowFadeRangeInv_g;        // Offset:  924 Size:     4 [unused]
//   float4x4 shadowMtx_g[4];           // Offset:  928 Size:   256 [unused]
//
// }
//
// cbuffer cb_taa
// {
//
//   float4x4 toPrevView_g;             // Offset:    0 Size:    64
//   float2 jitter_g;                   // Offset:   64 Size:     8 [unused]
//   float2 texelSize_g;                // Offset:   72 Size:     8 [unused]
//   float staticBlending_g;            // Offset:   80 Size:     4 [unused]
//   float dynamicBlending_g;           // Offset:   84 Size:     4 [unused]
//   float motionSensitivity_g;         // Offset:   88 Size:     4 [unused]
//   float2 prevResolutionScale_g;      // Offset:   96 Size:     8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samPoint                          sampler      NA          NA    0        1
// depthTexture                      texture  float4          2d    0        1
// cb_scene                          cbuffer      NA          NA    0        1
// cb_taa                            cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
//
//
// 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[50], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw
dcl_temps 2
sample_l_indexable(texture2d)(float,float,float,float) r0.z, v1.xyxx, t0.yzxw, s0, l(0.000000)
mad r0.xy, v1.zwzz, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, cb0[12].xyzw
dp4 r1.y, r0.xyzw, cb0[13].xyzw
dp4 r1.z, r0.xyzw, cb0[14].xyzw
dp4 r1.w, r0.xyzw, cb0[15].xyzw
div r0.xyzw, r1.xyzw, r1.wwww
dp4 r1.x, r0.xyzw, cb2[0].xyzw
dp4 r1.y, r0.xyzw, cb2[1].xyzw
dp4 r1.z, r0.xyzw, cb2[2].xyzw
dp4 r1.w, r0.xyzw, cb2[3].xyzw
dp4 r0.x, r1.xyzw, cb0[8].xyzw
dp4 r0.y, r1.xyzw, cb0[9].xyzw
dp4 r0.z, r1.xyzw, cb0[11].xyzw
div r0.xy, r0.xyxx, r0.zzzz
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
add r0.z, -r0.y, l(1.000000)
mad o0.xy, -r0.xzxx, cb0[49].xyxx, v1.xyxx
mov o0.zw, l(0,0,0,0)
ret
// Approximately 21 instruction slots used

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