//Silhouette behind objects PS. Like shadowing.
// ---- Created with geo-11 v0.6.198 on Sat Oct 17 23:56:18 2026
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[5];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

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,
  float3 v1 : INTERP0,
  float3 v2 : INTERP1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0); 
  
  float4 x0[16];
  x0[0].x = 0.0588235296;
  x0[1].x = 0.529411793;
  x0[2].x = 0.176470593;
  x0[3].x = 0.647058845;
  x0[4].x = 0.764705896;
  x0[5].x = 0.294117659;
  x0[6].x = 0.882352948;
  x0[7].x = 0.411764711;
  x0[8].x = 0.235294119;
  x0[9].x = 0.70588237;
  x0[10].x = 0.117647059;
  x0[11].x = 0.588235319;
  x0[12].x = 0.941176474;
  x0[13].x = 0.470588237;
  x0[14].x = 0.823529422;
  x0[15].x = 0.352941185;
  r0.x = cmp(cb0[21].x < 0);
  r0.y = cb0[4].y + -v0.y;
  r0.y = r0.x ? r0.y : v0.y;
  r0.x = v0.x;
  r0.yz = r0.xy / cb0[4].xy;
  r0.xw = float2(1,1) + -r0.zz;
  r1.xy = cb0[22].xy * r0.yw;
  r1.zw = (uint2)r1.xy;
  r2.xy = (int2)r1.xy;
  r0.z = (uint)r1.z << 2;
  r1.x = (int)r1.w & 3;
  r0.z = (int)r0.z & 12;
  r0.z = (int)r1.x + (int)r0.z;
  r0.z = x0[r0.z+0].x;
  r1.x = 1 + -cb0[128].x;
  r0.z = r1.x * 2 + -r0.z;
  r2.zw = float2(0,0);
  r1.xyzw = t1.Load(r2.xyz).xyzw;
  r1.y = asuint(cb0[12].x);
  r1.x = r1.x * r1.y + 0.5;
  r1.x = (uint)r1.x;
  r1.x = (int)r1.x & 8;
  r1.x = r1.x ? 0 : 1;
  r1.y = cmp(0 != cb2[4].y);
  r1.x = r1.y ? r1.x : 1;
  r1.y = r1.x * r0.z;
  r0.z = r1.x * r0.z + -0.5;
  r1.x = ddx(r1.y);
  r1.y = ddy(r1.y);
  r1.x = abs(r1.x) + abs(r1.y);
  r1.y = -r1.x * 0.5 + r0.z;
  r1.x = max(9.99999975e-05, r1.x);
  r1.x = r1.y / r1.x;
  r1.x = saturate(1 + r1.x);
  r1.y = -9.99999975e-05 + r1.x;
  r1.z = cmp(cb0[5].z != 0.000000);
  r0.z = r1.z ? r1.y : r0.z;
  o0.w = r1.z ? r1.x : 1;
  r0.z = cmp(r0.z < 0);
  if (r0.z != 0) discard;
  r0.z = 9 + abs(cb0[20].z);
  r1.xyz = cb0[78].xyw * r0.zzz + cb0[79].xyw;
  
  //r1.x+=stereo.x*(r1.z-stereo.y);
  
  r1.xy = r1.xy / r1.zz;
  r1.z = -r1.y;
  
  r0.y+=stereo.x*(stereo.y/v0.w-1)*0.5;
  
  r0.yw = -r1.xz + r0.yw;
  r0.yw = float2(-0.5,-0.5) + r0.yw;
  r0.yz = r0.yw * r0.zz + float2(0.5,0.5);
  r1.xy = cb2[2].zw * cb0[15].yy;
  r0.yz = r0.yz * cb2[2].xy + r1.xy;
  r1.xyzw = t0.SampleBias(s0_s, r0.yz, cb0[5].x).xyzw;
  r0.y = r1.x * cb2[3].y + cb2[3].w;
  r0.zw = cb1[3].yy * cb0[65].yz;
  r0.zw = cb0[64].yz * cb1[3].xx + r0.zw;
  r0.zw = cb0[66].yz * cb1[3].zz + r0.zw;
  r1.xy = cb0[67].yz + r0.zw;
  r2.x = cb0[61].y;
  r2.y = cb0[62].y;
  r2.z = cb0[63].y;
  r1.z = 1;
  r2.x = dot(r2.xyz, r1.xyz);
  r3.x = cb0[62].w;
  r3.y = cb0[63].w;
  r2.y = dot(r3.xy, r1.yz);
  r0.zw = float2(0.5,0.5) * r2.xy;
  r0.z = r0.z * cb0[21].x + r0.w;
  r0.z = r0.z / r2.y;
  r0.x = r0.x + -r0.z;
  r0.x = -cb2[4].x + r0.x;
  r0.zw = float2(1,1) + -cb2[3].zx;
  r0.zw = float2(1,1) / r0.zw;
  r0.x = saturate(r0.x * r0.z);
  r0.z = r0.x * -2 + 3;
  r0.x = r0.x * r0.x;
  r0.x = -r0.z * r0.x + 1;
  r0.x = r0.x + -r0.y;
  r0.x = saturate(r0.x * r0.w);
  r0.y = r0.x * -2 + 3;
  r0.x = r0.x * r0.x;
  r0.x = -r0.y * r0.x + 1;
  o0.xyz = cb2[1].xyz * r0.xxx;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Oct 17 23:56:18 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// INTERP                   0   xyz         1     NONE   float
// INTERP                   1   xyz         2     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[129], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_constantbuffer CB2[5], 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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 4
dcl_indexableTemp x0[16], 4
mov x0[0].x, l(0.0588235296)
mov x0[1].x, l(0.529411793)
mov x0[2].x, l(0.176470593)
mov x0[3].x, l(0.647058845)
mov x0[4].x, l(0.764705896)
mov x0[5].x, l(0.294117659)
mov x0[6].x, l(0.882352948)
mov x0[7].x, l(0.411764711)
mov x0[8].x, l(0.235294119)
mov x0[9].x, l(0.705882370)
mov x0[10].x, l(0.117647059)
mov x0[11].x, l(0.588235319)
mov x0[12].x, l(0.941176474)
mov x0[13].x, l(0.470588237)
mov x0[14].x, l(0.823529422)
mov x0[15].x, l(0.352941185)
lt r0.x, cb0[21].x, l(0.000000)
add r0.y, -v0.y, cb0[4].y
movc r0.y, r0.x, r0.y, v0.y
mov r0.x, v0.x
div r0.yz, r0.xxyx, cb0[4].xxyx
add r0.xw, -r0.zzzz, l(1.000000, 0.000000, 0.000000, 1.000000)
mul r1.xy, r0.ywyy, cb0[22].xyxx
ftou r1.zw, r1.xxxy
ftoi r2.xy, r1.xyxx
ishl r0.z, r1.z, l(2)
and r1.x, r1.w, l(3)
and r0.z, r0.z, l(12)
iadd r0.z, r1.x, r0.z
mov r0.z, x0[r0.z + 0].x
add r1.x, -cb0[128].x, l(1.000000)
mad r0.z, r1.x, l(2.000000), -r0.z
mov r2.zw, l(0,0,0,0)
ld r1.xyzw, r2.xyzw, t1.xyzw
utof r1.y, cb0[12].x
mad r1.x, r1.x, r1.y, l(0.500000)
ftou r1.x, r1.x
and r1.x, r1.x, l(8)
movc r1.x, r1.x, l(0), l(1.000000)
ne r1.y, l(0.000000, 0.000000, 0.000000, 0.000000), cb2[4].y
movc r1.x, r1.y, r1.x, l(1.000000)
mul r1.y, r0.z, r1.x
mad r0.z, r1.x, r0.z, l(-0.500000)
deriv_rtx r1.x, r1.y
deriv_rty r1.y, r1.y
add r1.x, |r1.y|, |r1.x|
mad r1.y, -r1.x, l(0.500000), r0.z
max r1.x, r1.x, l(0.000100)
div r1.x, r1.y, r1.x
add_sat r1.x, r1.x, l(1.000000)
add r1.y, r1.x, l(-0.000100)
ne r1.z, cb0[5].z, l(0.000000)
movc r0.z, r1.z, r1.y, r0.z
movc o0.w, r1.z, r1.x, l(1.000000)
lt r0.z, r0.z, l(0.000000)
discard_nz r0.z
add r0.z, |cb0[20].z|, l(9.000000)
mad r1.xyz, cb0[78].xywx, r0.zzzz, cb0[79].xywx
div r1.xy, r1.xyxx, r1.zzzz
mov r1.z, -r1.y
add r0.yw, r0.yyyw, -r1.xxxz
add r0.yw, r0.yyyw, l(0.000000, -0.500000, 0.000000, -0.500000)
mad r0.yz, r0.yywy, r0.zzzz, l(0.000000, 0.500000, 0.500000, 0.000000)
mul r1.xy, cb0[15].yyyy, cb2[2].zwzz
mad r0.yz, r0.yyzy, cb2[2].xxyx, r1.xxyx
sample_b r1.xyzw, r0.yzyy, t0.xyzw, s0, cb0[5].x
mad r0.y, r1.x, cb2[3].y, cb2[3].w
mul r0.zw, cb0[65].yyyz, cb1[3].yyyy
mad r0.zw, cb0[64].yyyz, cb1[3].xxxx, r0.zzzw
mad r0.zw, cb0[66].yyyz, cb1[3].zzzz, r0.zzzw
add r1.xy, r0.zwzz, cb0[67].yzyy
mov r2.x, cb0[61].y
mov r2.y, cb0[62].y
mov r2.z, cb0[63].y
mov r1.z, l(1.000000)
dp3 r2.x, r2.xyzx, r1.xyzx
mov r3.x, cb0[62].w
mov r3.y, cb0[63].w
dp2 r2.y, r3.xyxx, r1.yzyy
mul r0.zw, r2.xxxy, l(0.000000, 0.000000, 0.500000, 0.500000)
mad r0.z, r0.z, cb0[21].x, r0.w
div r0.z, r0.z, r2.y
add r0.x, -r0.z, r0.x
add r0.x, r0.x, -cb2[4].x
add r0.zw, -cb2[3].zzzx, l(0.000000, 0.000000, 1.000000, 1.000000)
div r0.zw, l(1.000000, 1.000000, 1.000000, 1.000000), r0.zzzw
mul_sat r0.x, r0.z, r0.x
mad r0.z, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mad r0.x, -r0.z, r0.x, l(1.000000)
add r0.x, -r0.y, r0.x
mul_sat r0.x, r0.w, r0.x
mad r0.y, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mad r0.x, -r0.y, r0.x, l(1.000000)
mul o0.xyz, r0.xxxx, cb2[1].xyzx
ret
// Approximately 0 instruction slots used

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