//Radial blur PS 1?
// ---- Created with 3Dmigoto v0.6.163 on Thu Aug 21 18:20:39 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_godray : register(b2)
{
  float2 blurCenter_g : packoffset(c0);
  float2 blurScale_g : packoffset(c0.z);
  float zThreshold_g : packoffset(c1);
  float isFlip_g : packoffset(c1.y);
  float brightnessThreshold_g : packoffset(c1.z);
  float centricSharpness_g : packoffset(c1.w);
  float3 godrayColor_g : packoffset(c2);
  float4 uvClamp_g : packoffset(c3);
}

SamplerState samLinear_s : register(s0);
Texture2D<float4> colorTexture : register(t0);
Texture2D<float4> depthTexture : register(t1);


// 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);
  
  r0.xy = blurCenter_g.xy + -v1.xy;
  
  r0.x+=stereo.x*0.5;
  
  r0.x = dot(r0.xy, r0.xy);
  r0.x = sqrt(r0.x);
  r0.x = min(1, r0.x);
  r0.x = 1 + -r0.x;
  r0.x = log2(r0.x);
  r0.x = centricSharpness_g * r0.x;
  r0.x = exp2(r0.x);
  r0.yz = blurCenter_g.xy + float2(-0.5,-0.5);
  r0.y = dot(r0.yz, r0.yz);
  r0.y = sqrt(r0.y);
  r0.y = min(1, r0.y);
  r0.y = 1 + -r0.y;
  r0.x = r0.y * r0.x;
  r1.xyzw = colorTexture.SampleLevel(samLinear_s, v1.xy, 0).xyzw;
  r0.y = dot(r1.xyz, float3(0.298999995,0.587000012,0.114));
  r0.y = -brightnessThreshold_g + r0.y;
  r0.y = max(0, r0.y);
  r0.yzw = r1.xyz * r0.yyy;
  o0.w = r1.w;
  r0.xyz = r0.yzw * r0.xxx;
  r1.x = depthTexture.SampleLevel(samLinear_s, v1.xy, 0).x;
  r1.y = 1;
  r0.w = dot(projInv_g._m22_m32, r1.xy);
  r1.x = dot(projInv_g._m23_m33, r1.xy);
  r0.w = r0.w / r1.x;
  r0.w = cmp(-r0.w < zThreshold_g);
  r0.w = r0.w ? 0 : 1;
  r0.xyz = r0.xyz * r0.www;
  r0.w = cmp(isFlip_g < 0);
  o0.xyz = r0.www ? float3(0,0,0) : r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Thu Aug 21 18:20:39 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 [unused]
//   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 [unused]
//   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_godray
// {
//
//   float2 blurCenter_g;               // Offset:    0 Size:     8
//   float2 blurScale_g;                // Offset:    8 Size:     8 [unused]
//   float zThreshold_g;                // Offset:   16 Size:     4
//   float isFlip_g;                    // Offset:   20 Size:     4
//   float brightnessThreshold_g;       // Offset:   24 Size:     4
//   float centricSharpness_g;          // Offset:   28 Size:     4
//   float3 godrayColor_g;              // Offset:   32 Size:    12 [unused]
//   float4 uvClamp_g;                  // Offset:   48 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear                         sampler      NA          NA    0        1
// colorTexture                      texture  float4          2d    0        1
// depthTexture                      texture  float4          2d    1        1
// cb_scene                          cbuffer      NA          NA    0        1
// cb_godray                         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   xy
//
//
// 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[16], immediateIndexed
dcl_constantbuffer CB2[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
add r0.xy, -v1.xyxx, cb2[0].xyxx
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
min r0.x, r0.x, l(1.000000)
add r0.x, -r0.x, l(1.000000)
log r0.x, r0.x
mul r0.x, r0.x, cb2[1].w
exp r0.x, r0.x
add r0.yz, l(0.000000, -0.500000, -0.500000, 0.000000), cb2[0].xxyx
dp2 r0.y, r0.yzyy, r0.yzyy
sqrt r0.y, r0.y
min r0.y, r0.y, l(1.000000)
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.x, r0.y
sample_l_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t0.xyzw, s0, l(0.000000)
dp3 r0.y, r1.xyzx, l(0.299000, 0.587000, 0.114000, 0.000000)
add r0.y, r0.y, -cb2[1].z
max r0.y, r0.y, l(0.000000)
mul r0.yzw, r0.yyyy, r1.xxyz
mov o0.w, r1.w
mul r0.xyz, r0.xxxx, r0.yzwy
sample_l_indexable(texture2d)(float,float,float,float) r1.x, v1.xyxx, t1.xyzw, s0, l(0.000000)
mov r1.y, l(1.000000)
dp2 r0.w, cb0[14].zwzz, r1.xyxx
dp2 r1.x, cb0[15].zwzz, r1.xyxx
div r0.w, r0.w, r1.x
lt r0.w, -r0.w, cb2[1].x
movc r0.w, r0.w, l(0), l(1.000000)
mul r0.xyz, r0.wwww, r0.xyzx
lt r0.w, cb2[1].y, l(0.000000)
movc o0.xyz, r0.wwww, l(0,0,0,0), r0.xyzx
ret
// Approximately 32 instruction slots used

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