//Mirror PS 5. Mirror skill. Not inverted.
// ---- Created with geo-11 v0.6.198 on Thu Oct 22 20:16:32 2026
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

Texture2D<float4> t100 : register(t100);

Texture2D<float4> t101 : register(t101);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[10];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}




// 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,
  float4 v3 : INTERP2,
  float4 v4 : INTERP3,
  float4 v5 : INTERP4,
  float4 v6 : INTERP5,
  float4 v7 : INTERP6,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  v5.x+=stereo.x*(1-stereo.y/v0.w)*0.5;
  
  r0.x = v6.w;
  r0.y = v7.w;
  r0.xy = r0.xy * cb1[7].xy + cb1[7].zw;
  
  //float2 pos = r0.xy;
  //pos.x = pos.x * 0.5;
  //if (stereo.z==1) {
  //  pos.x+=0.5;
  //}
  
  //r0.xyzw = t101.SampleBias(s1_s, pos.xy, cb0[5].x).xyzw;
  r0.xyzw = t1.SampleBias(s1_s, r0.xy, cb0[5].x).xyzw;
  r0.x = r0.w * r0.x;
  r0.xy = r0.xy * float2(2,2) + float2(-1,-1);
  r0.zw = cb1[9].xy * v3.xx;
  r0.xy = r0.xy * r0.zw;
  r0.xy = cb1[9].zz * r0.xy + v5.xy;
  
  //pos = r0.xy;
  //pos.x = pos.x * 0.5;
  //if (stereo.z==1) {
  //  pos.x+=0.5;
  //}
  
  //r0.xyzw = t100.SampleBias(s0_s, pos.xy, cb0[5].x).xyzw;
  r0.xyzw = t0.SampleBias(s0_s, r0.xy, cb0[5].x).xyzw;
  r1.xyzw = cb1[1].xyzw * v4.xyzw;
  r2.xyzw = v2.zzzz * r1.xyzw;
  r1.xyzw = float4(0,0,0,1) * r1.xyzw;
  r1.xyzw = r2.xyzw * float4(1,1,1,0) + r1.xyzw;
  r2.x = r0.w * r1.w + -cb1[0].x;
  r0.xyzw = r1.xyzw * r0.xyzw;
  r1.x = ddx(r0.w);
  r0.w = ddy(r0.w);
  o0.xyz = r0.xyz;
  r0.x = abs(r1.x) + abs(r0.w);
  r0.y = -r0.x * 0.5 + r2.x;
  r0.x = max(9.99999975e-05, r0.x);
  r0.x = r0.y / r0.x;
  r0.x = saturate(1 + r0.x);
  r0.y = cmp(0 >= cb1[0].x);
  r0.x = r0.y ? 1 : r0.x;
  r0.y = ~(int)r0.y;
  r0.z = -9.99999975e-05 + r0.x;
  r0.w = cmp(cb0[5].z != 0.000000);
  r0.y = r0.y ? r0.w : 0;
  o0.w = r0.w ? r0.x : 1;
  r0.x = r0.y ? r0.z : r2.x;
  r0.x = cmp(r0.x < 0);
  if (r0.x != 0) discard;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Thu Oct 22 20:16:32 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// INTERP                   0   xyzw        1     NONE   float
// INTERP                   1   xyzw        2     NONE   float     z
// INTERP                   2   xyzw        3     NONE   float   x
// INTERP                   3   xyzw        4     NONE   float   xyzw
// INTERP                   4   xyzw        5     NONE   float   xy
// INTERP                   5   xyzw        6     NONE   float      w
// INTERP                   6   xyzw        7     NONE   float      w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[6], immediateIndexed
dcl_constantbuffer CB1[10], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v2.z
dcl_input_ps linear v3.x
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xy
dcl_input_ps linear v6.w
dcl_input_ps linear v7.w
dcl_output o0.xyzw
dcl_temps 3
mov r0.x, v6.w
mov r0.y, v7.w
mad r0.xy, r0.xyxx, cb1[7].xyxx, cb1[7].zwzz
sample_b r0.xyzw, r0.xyxx, t1.xyzw, s1, cb0[5].x
mul r0.x, r0.x, r0.w
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r0.zw, v3.xxxx, cb1[9].xxxy
mul r0.xy, r0.zwzz, r0.xyxx
mad r0.xy, cb1[9].zzzz, r0.xyxx, v5.xyxx
sample_b r0.xyzw, r0.xyxx, t0.xyzw, s0, cb0[5].x
mul r1.xyzw, v4.xyzw, cb1[1].xyzw
mul r2.xyzw, r1.xyzw, v2.zzzz
mul r1.xyzw, r1.xyzw, l(0.000000, 0.000000, 0.000000, 1.000000)
mad r1.xyzw, r2.xyzw, l(1.000000, 1.000000, 1.000000, 0.000000), r1.xyzw
mad r2.x, r0.w, r1.w, -cb1[0].x
mul r0.xyzw, r0.xyzw, r1.xyzw
deriv_rtx r1.x, r0.w
deriv_rty r0.w, r0.w
mov o0.xyz, r0.xyzx
add r0.x, |r0.w|, |r1.x|
mad r0.y, -r0.x, l(0.500000), r2.x
max r0.x, r0.x, l(0.000100)
div r0.x, r0.y, r0.x
add_sat r0.x, r0.x, l(1.000000)
ge r0.y, l(0.000000), cb1[0].x
movc r0.x, r0.y, l(1.000000), r0.x
not r0.y, r0.y
add r0.z, r0.x, l(-0.000100)
ne r0.w, cb0[5].z, l(0.000000)
and r0.y, r0.y, r0.w
movc o0.w, r0.w, r0.x, l(1.000000)
movc r0.x, r0.y, r0.z, r2.x
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
ret
// Approximately 0 instruction slots used

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