//Mirror PS 4.
// ---- Created with geo-11 v0.6.198 on Tue Oct 20 21:32:32 2026
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

Texture2D<float4> t100 : register(t100);

Texture2D<float4> t101 : register(t101);

Texture2D<float4> t102 : register(t102);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[131];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : INTERP0,
  float3 v2 : INTERP1,
  float3 v3 : INTERP2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  //v2.x+=stereo.x*(1-stereo.y/v0.w)*0.5;
  
  r0.x = cb0[60].x;
  r0.y = cb0[62].x;
  r0.z = cb0[63].x;
  r1.xyz = cb0[130].yyy * cb0[65].xyz;
  r1.xyz = cb0[64].xyz * cb0[130].xxx + r1.xyz;
  r1.xyz = cb0[66].xyz * cb0[130].zzz + r1.xyz;
  r1.xyz = cb0[67].xyz + r1.xyz;
  r1.w = 1;
  r0.x = dot(r0.xyz, r1.xzw);
  r2.x = cb0[61].y;
  r2.y = cb0[62].y;
  r2.z = cb0[63].y;
  r0.y = dot(r2.xyz, r1.yzw);
  r2.xz = float2(0.5,0.5);
  r2.y = cb0[21].x;
  r1.x = cb0[62].w;
  r1.y = cb0[63].w;
  r0.z = dot(r1.xy, r1.zw);
  r1.xyz = r2.xyz * r0.xyz;
  r1.w = 0.5 * r1.y;
  r0.xy = r1.xw + r1.zz;
  r0.xy = r0.xy / r0.zz;
  r0.z = cmp(cb0[21].x < 0);
  r0.w = cb0[4].y + -v0.y;
  r1.y = r0.z ? r0.w : v0.y;
  r1.x = v0.x;
  r1.xy = r1.xy / cb0[4].xy;
  r1.z = 1 + -r1.y;
  r0.zw = r1.xz + -r0.xy;
  r0.zw = r0.zw / cb1[2].yz;
  r0.xy = r0.zw + r0.xy;
  r0.z = 1 + -r0.x;
  r0.xw = v2.xy * cb1[4].xy + cb1[4].zw;
  
  //r0.x+=stereo.x*(1-stereo.y/v0.w)*0.5;
  
  float4 pos = 0;
  
  pos.xw = r0.xw;
  pos.x = pos.x * 0.5;
  if (stereo.z==1) {
    pos.x+=0.5;
  }
  
  //r2.xyzw = t102.SampleBias(s2_s, pos.xw, cb0[5].x).xyzw;
  r2.xyzw = t2.SampleBias(s2_s, r0.xw, cb0[5].x).xyzw;
  r0.xw = float2(-0.5,-0.5) + r2.xy;
  r0.xw = cb1[5].xx * r0.xw;
  r0.yz = r0.xw * float2(2,2) + r0.zy;
  r0.xw = r0.xw * float2(2,2) + r1.xz;
  
  pos.xw = r0.xw;
  pos.x = pos.x * 0.5;
  if (stereo.z==1) {
    pos.x+=0.5;
  }
  
  //r1.xyzw = t100.SampleBias(s0_s, pos.xw, cb0[5].x).xyzw;
  r1.xyzw = t0.SampleBias(s0_s, r0.xw, cb0[5].x).xyzw;
  
  r0.y+=stereo.x*(1-stereo.y/v0.w)*-0.1;
  
  pos.yz = r0.yz;
  pos.y = pos.y * 0.5;
  if (stereo.z==1) {
    pos.y+=0.5;
  }
  
  r0.xyzw = t101.SampleBias(s1_s, pos.yz, cb0[5].x).xyzw;
  //r0.xyzw = t1.SampleBias(s1_s, r0.yz, cb0[5].x).xyzw;
  r2.xyz = cb1[1].xyz + -r1.xyz;
  r1.xyz = cb1[0].yyy * r2.xyz + r1.xyz;
  r0.xyz = r0.xyz * cb1[0].xxx + -r1.xyz;
  r0.w = cb1[0].x * r0.w;
  r0.xyz = r0.www * r0.xyz + r1.xyz;
  r1.xyzw = cb0[20].xyxy * float4(0.119999997,0.119999997,0.0799999982,0.0799999982) + v2.xyxy;
  r1.xyzw = float4(-0.5,-0.5,-0.5,-0.5) + r1.xyzw;
  r0.w = dot(r1.xy, float2(0.707106829,0.707106829));
  r1.x = dot(r1.zw, float2(0.707106829,0.707106829));
  r1.x = 0.5 + r1.x;
  r1.x = 0.100000001 * r1.x;
  r1.x = frac(r1.x);
  r1.x = cmp(r1.x >= 0.5);
  r1.x = r1.x ? 1.000000 : 0;
  r0.w = 0.5 + r0.w;
  r0.w = 0.150000006 * r0.w;
  r0.w = frac(r0.w);
  r0.w = cmp(r0.w >= 0.930000007);
  r0.w = r0.w ? 1.000000 : 0;
  r1.yz = float2(0.0799999982,0.0199999996) * cb1[2].xx;
  r1.x = r1.x * r1.z;
  r0.w = r0.w * r1.y + r1.x;
  r0.w = min(1, r0.w);
  r1.xyz = float3(1,1,1) + cb1[1].xyz;
  r1.xyz = min(float3(1,1,1), r1.xyz);
  r1.xyz = -cb1[1].xyz + r1.xyz;
  r1.xyz = r0.www * r1.xyz + cb1[1].xyz;
  o0.xyz = r1.xyz + r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Tue Oct 20 21:32:32 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// INTERP                   0   xyzw        1     NONE   float
// INTERP                   1   xyz         2     NONE   float   xy
// INTERP                   2   xyz         3     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[131], immediateIndexed
dcl_constantbuffer CB1[6], 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_siv linear noperspective v0.xy, position
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 3
mov r0.x, cb0[60].x
mov r0.y, cb0[62].x
mov r0.z, cb0[63].x
mul r1.xyz, cb0[65].xyzx, cb0[130].yyyy
mad r1.xyz, cb0[64].xyzx, cb0[130].xxxx, r1.xyzx
mad r1.xyz, cb0[66].xyzx, cb0[130].zzzz, r1.xyzx
add r1.xyz, r1.xyzx, cb0[67].xyzx
mov r1.w, l(1.000000)
dp3 r0.x, r0.xyzx, r1.xzwx
mov r2.x, cb0[61].y
mov r2.y, cb0[62].y
mov r2.z, cb0[63].y
dp3 r0.y, r2.xyzx, r1.yzwy
mov r2.xz, l(0.500000,0,0.500000,0)
mov r2.y, cb0[21].x
mov r1.x, cb0[62].w
mov r1.y, cb0[63].w
dp2 r0.z, r1.xyxx, r1.zwzz
mul r1.xyz, r0.xyzx, r2.xyzx
mul r1.w, r1.y, l(0.500000)
add r0.xy, r1.zzzz, r1.xwxx
div r0.xy, r0.xyxx, r0.zzzz
lt r0.z, cb0[21].x, l(0.000000)
add r0.w, -v0.y, cb0[4].y
movc r1.y, r0.z, r0.w, v0.y
mov r1.x, v0.x
div r1.xy, r1.xyxx, cb0[4].xyxx
add r1.z, -r1.y, l(1.000000)
add r0.zw, -r0.xxxy, r1.xxxz
div r0.zw, r0.zzzw, cb1[2].yyyz
add r0.xy, r0.xyxx, r0.zwzz
add r0.z, -r0.x, l(1.000000)
mad r0.xw, v2.xxxy, cb1[4].xxxy, cb1[4].zzzw
sample_b r2.xyzw, r0.xwxx, t2.xyzw, s2, cb0[5].x
add r0.xw, r2.xxxy, l(-0.500000, 0.000000, 0.000000, -0.500000)
mul r0.xw, r0.xxxw, cb1[5].xxxx
mad r0.yz, r0.xxwx, l(0.000000, 2.000000, 2.000000, 0.000000), r0.zzyz
mad r0.xw, r0.xxxw, l(2.000000, 0.000000, 0.000000, 2.000000), r1.xxxz
sample_b r1.xyzw, r0.xwxx, t0.xyzw, s0, cb0[5].x
sample_b r0.xyzw, r0.yzyy, t1.xyzw, s1, cb0[5].x
add r2.xyz, -r1.xyzx, cb1[1].xyzx
mad r1.xyz, cb1[0].yyyy, r2.xyzx, r1.xyzx
mad r0.xyz, r0.xyzx, cb1[0].xxxx, -r1.xyzx
mul r0.w, r0.w, cb1[0].x
mad r0.xyz, r0.wwww, r0.xyzx, r1.xyzx
mad r1.xyzw, cb0[20].xyxy, l(0.120000, 0.120000, 0.080000, 0.080000), v2.xyxy
add r1.xyzw, r1.xyzw, l(-0.500000, -0.500000, -0.500000, -0.500000)
dp2 r0.w, r1.xyxx, l(0.707106829, 0.707106829, 0.000000, 0.000000)
dp2 r1.x, r1.zwzz, l(0.707106829, 0.707106829, 0.000000, 0.000000)
add r1.x, r1.x, l(0.500000)
mul r1.x, r1.x, l(0.100000)
frc r1.x, r1.x
ge r1.x, r1.x, l(0.500000)
and r1.x, r1.x, l(0x3f800000)
add r0.w, r0.w, l(0.500000)
mul r0.w, r0.w, l(0.150000)
frc r0.w, r0.w
ge r0.w, r0.w, l(0.930000)
and r0.w, r0.w, l(0x3f800000)
mul r1.yz, cb1[2].xxxx, l(0.000000, 0.080000, 0.020000, 0.000000)
mul r1.x, r1.z, r1.x
mad r0.w, r0.w, r1.y, r1.x
min r0.w, r0.w, l(1.000000)
add r1.xyz, cb1[1].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
min r1.xyz, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r1.xyz, r1.xyzx, -cb1[1].xyzx
mad r1.xyz, r0.wwww, r1.xyzx, cb1[1].xyzx
add o0.xyz, r0.xyzx, r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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