//Testing.
// ---- Created with 3Dmigoto v1.3.16 on Sat May 22 13:03:46 2021
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[141];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[54];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[2];
}




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


void main(
  float2 v0 : TEXCOORD0,
  float4 v1 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  const float4 icb[] = { { -0.295000, 0, 0, 0},
                              { -0.324000, 0, 0, 0},
                              { 0.438000, 0, 0, 0},
                              { 0.749000, 0, 0, 0},
                              { 0.659000, 0, 0, 0},
                              { 0.998000, 0, 0, 0},
                              { -0.465000, 0, 0, 0},
                              { 0.881000, 0, 0, 0},
                              { 0.996000, 0, 0, 0},
                              { 0.862000, 0, 0, 0},
                              { -0.500000, 0, 0, 0},
                              { 0.996000, 0, 0, 0},
                              { -0.956000, 0, 0, 0},
                              { 0.252000, 0, 0, 0},
                              { 0.989000, 0, 0, 0},
                              { 0.206000, 0, 0, 0},
                              { -0.960000, 0, 0, 0},
                              { 0.982000, 0, 0, 0},
                              { 0.079000, 0, 0, 0},
                              { 0.346000, 0, 0, 0},
                              { 0.355000, 0, 0, 0},
                              { -0.921000, 0, 0, 0},
                              { -0.382000, 0, 0, 0},
                              { 0.997000, 0, 0, 0},
                              { 0.146000, 0, 0, 0},
                              { 0.971000, 0, 0, 0},
                              { 0.982000, 0, 0, 0},
                              { 0.599000, 0, 0, 0},
                              { 0.034000, 0, 0, 0},
                              { 0.600000, 0, 0, 0},
                              { -0.396000, 0, 0, 0},
                              { -0.900000, 0, 0, 0},
                              { 0.984000, 0, 0, 0},
                              { 0.291000, 0, 0, 0},
                              { -0.423000, 0, 0, 0},
                              { 0.513000, 0, 0, 0} };
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  //Test for volumetric lighting and fog.
  //discard;
  r0.xy = cb0[1].xy + -cb0[0].xy;
  r0.zw = v0.xy * r0.xy + cb0[0].xy;
  r1.xy = cb1[53].xy + -r0.zw;
  r1.x = dot(r1.xy, r1.xy);
  r0.x = dot(r0.xy, r0.xy);
  r0.x = r1.x / r0.x;
  r1.x = cb2[140].w * cb2[138].y;
  r1.y = cb2[139].w * cb2[138].y;
  r0.yz = r0.zw * cb2[138].yy + -r1.xy;
  r1.xy = float2(1,1) + abs(r0.yz);
  r0.yz = r0.yz / r1.xy;
  
  
  
  r0.yz = r0.yz * float2(0.5,0.5) + float2(0.5,0.5);
  r1.xw = float2(0,0);
  r0.w = 0;
  while (true) {
    r1.y = cmp((int)r0.w >= 12);
    if (r1.y != 0) break;
    r1.y = (int)r0.w * 3;
    r2.x = icb[r1.y+0].x;
    r2.y = icb[r1.y+1].x;
    r1.yz = r2.xy * float2(0.0078125,0.0078125) + r0.yz;
    r1.yz = t0.SampleLevel(s0_s, r1.yz, 0).zw;
    r1.xw = r1.xw + r1.zy;
    r0.w = (int)r0.w + 1;
  }
  r0.yz = float2(0.0833333358,0.0833333358) * r1.xw;
  r0.x = saturate(-r0.x * 16 + 2);
  o0.xw = r0.yz * r0.xx;
  o0.yz = float2(0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sat May 22 13:03:46 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_POSITION              0   xyzw        1      POS   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { -0.295000, 0, 0, 0},
                              { -0.324000, 0, 0, 0},
                              { 0.438000, 0, 0, 0},
                              { 0.749000, 0, 0, 0},
                              { 0.659000, 0, 0, 0},
                              { 0.998000, 0, 0, 0},
                              { -0.465000, 0, 0, 0},
                              { 0.881000, 0, 0, 0},
                              { 0.996000, 0, 0, 0},
                              { 0.862000, 0, 0, 0},
                              { -0.500000, 0, 0, 0},
                              { 0.996000, 0, 0, 0},
                              { -0.956000, 0, 0, 0},
                              { 0.252000, 0, 0, 0},
                              { 0.989000, 0, 0, 0},
                              { 0.206000, 0, 0, 0},
                              { -0.960000, 0, 0, 0},
                              { 0.982000, 0, 0, 0},
                              { 0.079000, 0, 0, 0},
                              { 0.346000, 0, 0, 0},
                              { 0.355000, 0, 0, 0},
                              { -0.921000, 0, 0, 0},
                              { -0.382000, 0, 0, 0},
                              { 0.997000, 0, 0, 0},
                              { 0.146000, 0, 0, 0},
                              { 0.971000, 0, 0, 0},
                              { 0.982000, 0, 0, 0},
                              { 0.599000, 0, 0, 0},
                              { 0.034000, 0, 0, 0},
                              { 0.600000, 0, 0, 0},
                              { -0.396000, 0, 0, 0},
                              { -0.900000, 0, 0, 0},
                              { 0.984000, 0, 0, 0},
                              { 0.291000, 0, 0, 0},
                              { -0.423000, 0, 0, 0},
                              { 0.513000, 0, 0, 0} }
dcl_constantbuffer cb0[2], immediateIndexed
dcl_constantbuffer cb1[54], immediateIndexed
dcl_constantbuffer cb2[141], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xy
dcl_output o0.xyzw
dcl_temps 3
add r0.xy, -cb0[0].xyxx, cb0[1].xyxx
mad r0.zw, v0.xxxy, r0.xxxy, cb0[0].xxxy
add r1.xy, -r0.zwzz, cb1[53].xyxx
dp2 r1.x, r1.xyxx, r1.xyxx
dp2 r0.x, r0.xyxx, r0.xyxx
div r0.x, r1.x, r0.x
mul r1.x, cb2[138].y, cb2[140].w
mul r1.y, cb2[138].y, cb2[139].w
mad r0.yz, r0.zzwz, cb2[138].yyyy, -r1.xxyx
add r1.xy, |r0.yzyy|, l(1.000000, 1.000000, 0.000000, 0.000000)
div r0.yz, r0.yyzy, r1.xxyx
mad r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000), l(0.000000, 0.500000, 0.500000, 0.000000)
mov r1.xw, l(0,0,0,0)
mov r0.w, l(0)
loop
  ige r1.y, r0.w, l(12)
  breakc_nz r1.y
  imul null, r1.y, r0.w, l(3)
  mov r2.x, icb[r1.y + 0].x
  mov r2.y, icb[r1.y + 1].x
  mad r1.yz, r2.xxyx, l(0.000000, 0.00781250000, 0.00781250000, 0.000000), r0.yyzy
  sample_l_indexable(texture2d)(float,float,float,float) r1.yz, r1.yzyy, t0.xzwy, s0, l(0.000000)
  add r1.xw, r1.zzzy, r1.xxxw
  iadd r0.w, r0.w, l(1)
endloop
mul r0.yz, r1.xxwx, l(0.000000, 0.0833333358, 0.0833333358, 0.000000)
mad_sat r0.x, -r0.x, l(16.000000), l(2.000000)
mul o0.xw, r0.xxxx, r0.yyyz
mov o0.yz, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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