// Water Fish PS



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


void main( 
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float2 v2 : TEXCOORD2,
  out float o0 : SV_TARGET0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v2.xy, v2.xy);
  r0.y = cmp(1 < r0.x);
  if (r0.y != 0) discard;
  r0.y = 1 + -r0.x;
  r0.y = max(0, r0.y);
  r0.y = 0.100000001 + r0.y;
  r0.y = sqrt(r0.y);
  r0.z = v1.w * v1.w;
  r0.z = min(1, r0.z);
  r0.y = r0.y * r0.z;
  r0.y = 0.0299999993 * r0.y;
  r0.x = -2.88539004 * r0.x;
  r0.x = exp2(r0.x);
  o0.x = r0.y * r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyzw        1     NONE   float      w
// TEXCOORD                 2   xy          2     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   x           0   TARGET   float   x   
//
ps_4_0
dcl_input_ps linear v1.w
dcl_input_ps linear v2.xy
dcl_output o0.x
dcl_temps 1
dp2 r0.x, v2.xyxx, v2.xyxx
lt r0.y, l(1.000000), r0.x
discard_nz r0.y
add r0.y, -r0.x, l(1.000000)
max r0.y, r0.y, l(0.000000)
add r0.y, r0.y, l(0.100000)
sqrt r0.y, r0.y
mul r0.z, v1.w, v1.w
min r0.z, r0.z, l(1.000000)
mul r0.y, r0.z, r0.y
mul r0.y, r0.y, l(0.030000)
mul r0.x, r0.x, l(-2.885390)
exp r0.x, r0.x
mul o0.x, r0.x, r0.y
ret 
// Approximately 15 instruction slots used

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