//Lighting and smoke for some fake light shafts PS. Like shadowing, but no. Better pattern.
// ---- Created with geo-11 v0.6.198 on Sun Oct 18 12:14:33 2026
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[6];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[8];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[129];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : INTERP0,
  float4 v2 : INTERP1,
  float3 v3 : INTERP2,
  float3 v4 : INTERP3,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0); 
  
  r0.x = cb1[5].y * v3.y;
  r0.x = cb1[4].y * v3.x + r0.x;
  r0.x = cb1[6].y * v3.z + r0.x;
  r0.x = cb1[7].y + r0.x;
  r0.x = -cb2[5].z * 4 + r0.x;
  r0.y = -cb2[5].z * 4 + 4;
  r0.y = 1 / r0.y;
  r0.x = saturate(r0.x * r0.y);
  r0.y = r0.x * -2 + 3;
  r0.x = r0.x * r0.x;
  r0.x = r0.y * r0.x;
  r0.yz = cb2[4].xx * float2(-0.800000012,-14) + float2(-0.200000003,15);
  r0.z = r0.z + -r0.y;
  r0.y = saturate(v1.x * r0.z + r0.y);
  r0.z = 1 + -v1.x;
  r0.z = r0.z * r0.z;
  r0.y = r0.y * r0.z;
  r0.x = r0.y * r0.x;
  r0.x = v2.x * r0.x;
  r0.y = cb2[3].w * r0.x + -0.00999999978;
  r0.x = cb2[3].w * r0.x;
  r0.z = ddx(r0.x);
  r0.w = ddy(r0.x);
  r0.z = abs(r0.z) + abs(r0.w);
  r0.w = -r0.z * 0.5 + r0.y;
  r0.z = max(9.99999975e-05, r0.z);
  r0.z = r0.w / r0.z;
  r0.z = saturate(1 + r0.z);
  r0.w = -9.99999975e-05 + r0.z;
  r1.x = cmp(cb0[5].z != 0.000000);
  r0.y = r1.x ? r0.w : r0.y;
  o0.w = r1.x ? r0.z : r0.x;
  r0.x = cmp(r0.y < 0);
  if (r0.x != 0) discard;
  r0.xyz = cb0[20].xyz + -v3.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r0.w = cmp(cb0[24].w == 0.000000);
  r0.y = r0.w ? r0.y : cb0[65].z;
  r1.xyz = cb1[5].xyz * r0.yyy;
  r0.x = r0.w ? r0.x : cb0[64].z;
  r0.y = r0.w ? r0.z : cb0[66].z;
  r0.xzw = cb1[4].xyz * r0.xxx + r1.xyz;
  r0.xyz = cb1[6].xyz * r0.yyy + r0.xzw;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www + float3(0,0.5,0);
  r0.w = dot(v4.xyz, v4.xyz);
  r0.w = sqrt(r0.w);
  r0.w = 1 / r0.w;
  r1.xyz = v4.xyz * r0.www;
  r0.x = dot(r1.xyz, r0.xyz);
  r0.y = -0.939999998 + abs(r1.x);
  r0.xy = saturate(float2(-3.33333397,-7.14285803) * r0.xy);
  r0.z = r0.x * -2 + 3;
  r0.x = r0.x * r0.x;
  r0.x = r0.z * r0.x;
  r0.zw = cb1[3].xy;
  r1.xyz = cb0[77].xyw * r0.www;
  r1.xyz = cb0[76].xyw * r0.zzz + r1.xyz;
  r0.z = cb1[3].z * 2 + -10;
  r1.xyz = cb0[78].xyw * r0.zzz + r1.xyz;
  r1.xyz = cb0[79].xyw + r1.xyz;
  
  r1.x+=stereo.x*(r1.z-stereo.y);
  
  r0.zw = r1.xy / r1.zz;
  r0.zw = r0.zw * float2(0.5,-0.5) + float2(0.5,0.5);
  r1.x = cmp(cb0[21].x < 0);
  r1.y = cb0[4].y + -v0.y;
  r1.y = r1.x ? r1.y : v0.y;
  r1.x = v0.x;
  r1.xy = r1.xy / cb0[4].xy;
  
  //r1.x+=stereo.x*(stereo.y/v0.w-1)*0.5;
  
  r1.z = 1 + -r1.y;
  r0.zw = r1.xz + -r0.zw;
  r1.y = cb0[24].x / cb0[24].y;
  r1.x = 1;
  r0.zw = r0.zw / r1.xy;
  r0.zw = cb0[128].yy * float2(-0.00999999978,-0.00749999983) + r0.zw;
  r0.zw = float2(4,4) * r0.zw;
  r1.xyzw = t0.SampleBias(s0_s, r0.zw, cb0[5].x).xyzw;
  r0.z = 0.25 * r1.x;
  r0.w = r0.y * -2 + 3;
  r0.y = r0.y * r0.y;
  r0.y = r0.w * r0.y;
  r0.x = r0.x * r0.y + -r0.z;
  r0.y = 0.75 + cb2[4].y;
  r0.y = cb2[5].x / r0.y;
  r0.y = cb2[5].y + r0.y;
  r0.y = r0.y * 1.01999998 + -0.0199999996;
  r0.y = r0.x + -r0.y;
  r0.z = cb2[5].y * 1.01999998 + -0.0199999996;
  r0.x = r0.x + -r0.z;
  r0.xy = saturate(float2(50,50) * r0.xy);
  r0.x = r0.x + -r0.y;
  r0.y = max(-1, cb2[3].x);
  r0.y = min(1, r0.y);
  r0.y = 1 + r0.y;
  r0.y = r0.y * -0.5 + 1;
  r0.y = v1.y + -r0.y;
  r0.y = 0.420000017 + -abs(r0.y);
  r0.y = saturate(100.000099 * r0.y);
  r0.z = r0.y * -2 + 3;
  r0.y = r0.y * r0.y;
  r0.y = r0.z * r0.y;
  r0.x = r0.y * r0.x;
  r0.xyz = cb2[2].xyz * r0.xxx;
  r0.xyz = cb2[4].www * r0.xyz;
  r1.yzw = cb2[2].xyz + -cb2[1].xyz;
  r1.yzw = r1.xxx * r1.yzw + cb2[1].xyz;
  o0.xyz = r1.yzw * r1.xxx + r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sun Oct 18 12:14:33 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// INTERP                   0   xyzw        1     NONE   float   xy
// INTERP                   1   xyzw        2     NONE   float   x
// INTERP                   2   xyz         3     NONE   float   xyz
// INTERP                   3   xyz         4     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[129], immediateIndexed
dcl_constantbuffer CB1[8], immediateIndexed
dcl_constantbuffer CB2[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.x
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_output o0.xyzw
dcl_temps 2
mul r0.x, v3.y, cb1[5].y
mad r0.x, cb1[4].y, v3.x, r0.x
mad r0.x, cb1[6].y, v3.z, r0.x
add r0.x, r0.x, cb1[7].y
mad r0.x, -cb2[5].z, l(4.000000), r0.x
mad r0.y, -cb2[5].z, l(4.000000), l(4.000000)
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mul_sat r0.x, r0.y, r0.x
mad r0.y, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.y
mad r0.yz, cb2[4].xxxx, l(0.000000, -0.800000, -14.000000, 0.000000), l(0.000000, -0.200000, 15.000000, 0.000000)
add r0.z, -r0.y, r0.z
mad_sat r0.y, v1.x, r0.z, r0.y
add r0.z, -v1.x, l(1.000000)
mul r0.z, r0.z, r0.z
mul r0.y, r0.z, r0.y
mul r0.x, r0.x, r0.y
mul r0.x, r0.x, v2.x
mad r0.y, cb2[3].w, r0.x, l(-0.010000)
mul r0.x, r0.x, cb2[3].w
deriv_rtx r0.z, r0.x
deriv_rty r0.w, r0.x
add r0.z, |r0.w|, |r0.z|
mad r0.w, -r0.z, l(0.500000), r0.y
max r0.z, r0.z, l(0.000100)
div r0.z, r0.w, r0.z
add_sat r0.z, r0.z, l(1.000000)
add r0.w, r0.z, l(-0.000100)
ne r1.x, cb0[5].z, l(0.000000)
movc r0.y, r1.x, r0.w, r0.y
movc o0.w, r1.x, r0.z, r0.x
lt r0.x, r0.y, l(0.000000)
discard_nz r0.x
add r0.xyz, -v3.xyzx, cb0[20].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
eq r0.w, cb0[24].w, l(0.000000)
movc r0.y, r0.w, r0.y, cb0[65].z
mul r1.xyz, r0.yyyy, cb1[5].xyzx
movc r0.x, r0.w, r0.x, cb0[64].z
movc r0.y, r0.w, r0.z, cb0[66].z
mad r0.xzw, cb1[4].xxyz, r0.xxxx, r1.xxyz
mad r0.xyz, cb1[6].xyzx, r0.yyyy, r0.xzwx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mad r0.xyz, r0.xyzx, r0.wwww, l(0.000000, 0.500000, 0.000000, 0.000000)
dp3 r0.w, v4.xyzx, v4.xyzx
sqrt r0.w, r0.w
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r1.xyz, r0.wwww, v4.xyzx
dp3 r0.x, r1.xyzx, r0.xyzx
add r0.y, |r1.x|, l(-0.940000)
mul_sat r0.xy, r0.xyxx, l(-3.333334, -7.142858, 0.000000, 0.000000)
mad r0.z, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.z
mov r0.zw, cb1[3].xxxy
mul r1.xyz, r0.wwww, cb0[77].xywx
mad r1.xyz, cb0[76].xywx, r0.zzzz, r1.xyzx
mad r0.z, cb1[3].z, l(2.000000), l(-10.000000)
mad r1.xyz, cb0[78].xywx, r0.zzzz, r1.xyzx
add r1.xyz, r1.xyzx, cb0[79].xywx
div r0.zw, r1.xxxy, r1.zzzz
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, -0.500000), l(0.000000, 0.000000, 0.500000, 0.500000)
lt r1.x, cb0[21].x, l(0.000000)
add r1.y, -v0.y, cb0[4].y
movc r1.y, r1.x, r1.y, 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.zzzw, r1.xxxz
div r1.y, cb0[24].x, cb0[24].y
mov r1.x, l(1.000000)
div r0.zw, r0.zzzw, r1.xxxy
mad r0.zw, cb0[128].yyyy, l(0.000000, 0.000000, -0.010000, -0.007500), r0.zzzw
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 4.000000, 4.000000)
sample_b r1.xyzw, r0.zwzz, t0.xyzw, s0, cb0[5].x
mul r0.z, r1.x, l(0.250000)
mad r0.w, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.w
mad r0.x, r0.x, r0.y, -r0.z
add r0.y, cb2[4].y, l(0.750000)
div r0.y, cb2[5].x, r0.y
add r0.y, r0.y, cb2[5].y
mad r0.y, r0.y, l(1.020000), l(-0.020000)
add r0.y, -r0.y, r0.x
mad r0.z, cb2[5].y, l(1.020000), l(-0.020000)
add r0.x, -r0.z, r0.x
mul_sat r0.xy, r0.xyxx, l(50.000000, 50.000000, 0.000000, 0.000000)
add r0.x, -r0.y, r0.x
max r0.y, cb2[3].x, l(-1.000000)
min r0.y, r0.y, l(1.000000)
add r0.y, r0.y, l(1.000000)
mad r0.y, r0.y, l(-0.500000), l(1.000000)
add r0.y, -r0.y, v1.y
add r0.y, -|r0.y|, l(0.420000017)
mul_sat r0.y, r0.y, l(100.000099)
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
mul r0.x, r0.x, r0.y
mul r0.xyz, r0.xxxx, cb2[2].xyzx
mul r0.xyz, r0.xyzx, cb2[4].wwww
add r1.yzw, -cb2[1].xxyz, cb2[2].xxyz
mad r1.yzw, r1.xxxx, r1.yyzw, cb2[1].xxyz
mad o0.xyz, r1.yzwy, r1.xxxx, r0.xyzx
ret
// Approximately 0 instruction slots used

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