//Distortion and vignette PS.
// ---- Created with 3Dmigoto v0.6.15 on Mon Jul  4 19:35:22 2022
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[24];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  float2 w1 : TEXCOORD1,
  float2 v2 : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  r0.xy = float2(-0.5,-0.5) + v1.xy;
  
  r0.x-=stereo.x*0.5;
  
  r0.z = max(abs(r0.y), abs(r0.x));
  r0.z = 1 / r0.z;
  r0.w = min(abs(r0.y), abs(r0.x));
  r0.z = r0.w * r0.z;
  r0.w = r0.z * r0.z;
  r1.x = r0.w * 0.0208350997 + -0.0851330012;
  r1.x = r0.w * r1.x + 0.180141002;
  r1.x = r0.w * r1.x + -0.330299497;
  r0.w = r0.w * r1.x + 0.999866009;
  r1.x = r0.z * r0.w;
  r1.x = r1.x * -2 + 1.57079637;
  r1.y = cmp(abs(r0.x) < abs(r0.y));
  r1.x = r1.y ? r1.x : 0;
  r0.z = r0.z * r0.w + r1.x;
  r0.w = cmp(r0.x < -r0.x);
  r0.w = r0.w ? -3.141593 : 0;
  r0.z = r0.z + r0.w;
  r0.w = min(r0.y, r0.x);
  r0.w = cmp(r0.w < -r0.w);
  r1.x = max(r0.y, r0.x);
  r0.x = dot(r0.xy, r0.xy);
  r0.x = sqrt(r0.x);
  r0.y = cmp(r1.x >= -r1.x);
  r0.y = r0.y ? r0.w : 0;
  r0.y = r0.y ? -r0.z : r0.z;
  sincos(r0.y, r1.x, r2.x);
  r0.y = cmp(abs(r2.x) >= abs(r1.x));
  r0.y = r0.y ? abs(r2.x) : abs(r1.x);
  r0.y = 0.5 / r0.y;
  r0.y = r0.x / r0.y;
  r0.x = r0.x + r0.x;
  r0.y = min(1, r0.y);
  r0.z = r0.y * -2 + 3;
  r0.y = r0.y * r0.y;
  r0.y = r0.z * r0.y;
  r0.x = min(r0.y, r0.x);
  sincos(cb0[23].x, r1.x, r2.x);
  r0.yz = -cb0[22].xy + v1.xy;
  
  //Eye height part 1.
  r0.y-=stereo.x*0.5;
  
  r1.xy = r0.zy * r1.xx;
  r3.x = r0.y * r2.x + -r1.x;
  r3.y = r0.z * r2.x + r1.y;
  r0.yz = -r3.xy + r0.yz;
  r0.xy = r0.xx * r0.yz + r3.xy;
  r0.xy = cb0[22].xy + r0.xy;
  
  //Eye height part 2.
  r0.x+=stereo.x*0.5;
  
  r0.zw = r0.xy * float2(2,2) + float2(-1,-1);
  
  //Vignette.
  r0.z-=stereo.x*2;
  
  r0.xy = -v1.xy + r0.xy;
  r0.z = dot(r0.zw, r0.zw);
  r0.z = min(1, r0.z);
  r0.z = cb0[8].x * r0.z;
  r0.z = r0.z * 7 + 1;
  r1.xyzw = t0.Sample(s2_s, v2.xy).xyzw;
  r1.xy = float2(-0.498039216,-0.498039216) + r1.xy;
  r0.xy = r1.xy * float2(0.100000001,0.100000001) + r0.xy;
  r1.xy = v1.xy + r0.xy;
  r0.xy = v2.xy + r0.xy;
  r2.xyzw = t2.Sample(s1_s, r0.xy).xyzw;
  r2.xyzw = saturate(-r2.xyzw * cb0[19].xxxx + float4(1,1,1,1));
  r1.xyzw = t1.Sample(s0_s, r1.xy).xyzw;
  
  if (iniparams10.z==1) {
    r0.xyzw = r1.xyzw;
  } else {
    r0.xyzw = r1.xyzw * r0.zzzz;
  }
  
  r1.xyz = saturate(cb0[15].xyz * r0.xyz);
  r3.xyz = r1.xyz * r1.xyz;
  r4.xyz = r3.xyz * r1.xyz;
  r5.w = r4.x;
  r6.xyz = float3(1,1,1) + -r1.xyz;
  r7.xyz = r6.xyz * r6.xyz;
  r8.xyz = r7.yxz * r6.yxz;
  r3.xyz = r6.xyz * r3.xyz;
  r1.xyz = r7.xzy * r1.xzy;
  r5.x = r8.y;
  r5.y = r1.x;
  r5.z = r3.x;
  r5.x = dot(r5.xyzw, cb0[12].xyzw);
  r1.x = r8.z;
  r8.y = r1.z;
  r8.z = r3.y;
  r1.z = r3.z;
  r8.w = r4.y;
  r1.w = r4.z;
  r5.z = dot(r1.xyzw, cb0[14].xyzw);
  r5.y = dot(r8.xyzw, cb0[13].xyzw);
  r0.xyz = r5.xyz * cb0[9].xxx + cb0[9].yyy;
  r1.x = saturate(dot(r0.xyz, float3(0.219999999,0.707000017,0.0710000023)));
  r1.xyzw = r1.xxxx + -r0.xyzw;
  r0.xyzw = cb0[10].xxxx * r1.xyzw + r0.xyzw;
  r0.xyzw = float4(1,1,1,1) + -r0.xyzw;
  o0.xyzw = -r2.xyzw * r0.xyzw + float4(1,1,1,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.15 on Mon Jul  4 19:35:22 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1     zw        1     NONE   float
// TEXCOORD                 2   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[24], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 9
add r0.xy, v1.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
max r0.z, |r0.x|, |r0.y|
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
min r0.w, |r0.x|, |r0.y|
mul r0.z, r0.z, r0.w
mul r0.w, r0.z, r0.z
mad r1.x, r0.w, l(0.0208350997), l(-0.085133)
mad r1.x, r0.w, r1.x, l(0.180141)
mad r1.x, r0.w, r1.x, l(-0.330299497)
mad r0.w, r0.w, r1.x, l(0.999866)
mul r1.x, r0.w, r0.z
mad r1.x, r1.x, l(-2.000000), l(1.57079637)
lt r1.y, |r0.x|, |r0.y|
and r1.x, r1.y, r1.x
mad r0.z, r0.z, r0.w, r1.x
lt r0.w, r0.x, -r0.x
and r0.w, r0.w, l(0xc0490fdb)
add r0.z, r0.w, r0.z
min r0.w, r0.x, r0.y
lt r0.w, r0.w, -r0.w
max r1.x, r0.x, r0.y
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
ge r0.y, r1.x, -r1.x
and r0.y, r0.y, r0.w
movc r0.y, r0.y, -r0.z, r0.z
sincos r1.x, r2.x, r0.y
ge r0.y, |r2.x|, |r1.x|
movc r0.y, r0.y, |r2.x|, |r1.x|
div r0.y, l(0.500000), r0.y
div r0.y, r0.x, r0.y
add r0.x, r0.x, r0.x
min r0.y, r0.y, l(1.000000)
mad r0.z, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.z
min r0.x, r0.x, r0.y
sincos r1.x, r2.x, cb0[23].x
add r0.yz, v1.xxyx, -cb0[22].xxyx
mul r1.xy, r1.xxxx, r0.zyzz
mad r3.x, r0.y, r2.x, -r1.x
mad r3.y, r0.z, r2.x, r1.y
add r0.yz, r0.yyzy, -r3.xxyx
mad r0.xy, r0.xxxx, r0.yzyy, r3.xyxx
add r0.xy, r0.xyxx, cb0[22].xyxx
mad r0.zw, r0.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
add r0.xy, r0.xyxx, -v1.xyxx
dp2 r0.z, r0.zwzz, r0.zwzz
min r0.z, r0.z, l(1.000000)
mul r0.z, r0.z, cb0[8].x
mad r0.z, r0.z, l(7.000000), l(1.000000)
sample r1.xyzw, v2.xyxx, t0.xyzw, s2
add r1.xy, r1.xyxx, l(-0.498039216, -0.498039216, 0.000000, 0.000000)
mad r0.xy, r1.xyxx, l(0.100000, 0.100000, 0.000000, 0.000000), r0.xyxx
add r1.xy, r0.xyxx, v1.xyxx
add r0.xy, r0.xyxx, v2.xyxx
sample r2.xyzw, r0.xyxx, t2.xyzw, s1
mad_sat r2.xyzw, -r2.xyzw, cb0[19].xxxx, l(1.000000, 1.000000, 1.000000, 1.000000)
sample r1.xyzw, r1.xyxx, t1.xyzw, s0
mul r0.xyzw, r0.zzzz, r1.xyzw
mul_sat r1.xyz, r0.xyzx, cb0[15].xyzx
mul r3.xyz, r1.xyzx, r1.xyzx
mul r4.xyz, r1.xyzx, r3.xyzx
mov r5.w, r4.x
add r6.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r7.xyz, r6.xyzx, r6.xyzx
mul r8.xyz, r6.yxzy, r7.yxzy
mul r3.xyz, r3.xyzx, r6.xyzx
mul r1.xyz, r1.xzyx, r7.xzyx
mov r5.x, r8.y
mov r5.y, r1.x
mov r5.z, r3.x
dp4 r5.x, r5.xyzw, cb0[12].xyzw
mov r1.x, r8.z
mov r8.y, r1.z
mov r8.z, r3.y
mov r1.z, r3.z
mov r8.w, r4.y
mov r1.w, r4.z
dp4 r5.z, r1.xyzw, cb0[14].xyzw
dp4 r5.y, r8.xyzw, cb0[13].xyzw
mad r0.xyz, r5.xyzx, cb0[9].xxxx, cb0[9].yyyy
dp3_sat r1.x, r0.xyzx, l(0.220000, 0.707000, 0.071000, 0.000000)
add r1.xyzw, -r0.xyzw, r1.xxxx
mad r0.xyzw, cb0[10].xxxx, r1.xyzw, r0.xyzw
add r0.xyzw, -r0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
mad o0.xyzw, -r2.xyzw, r0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
ret
// Approximately 0 instruction slots used

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