//Lens flares PS 1.
// ---- Created with geo-11 v0.6.198 on Wed Jul  1 21:55:34 2026
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[147];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r11;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r11.xy = v1.xy;
  r11.x-=stereo.x*0.5;
  
  r0.xyzw = t0.SampleBias(s1_s, v1.xy, cb0[5].x).xyzw;
  r1.xyzw = t2.SampleBias(s0_s, r11.xy, cb0[5].x).xyzw;
  
  r1.y = cmp(0 < cb0[146].x);
  if (r1.y != 0) {
    r1.yz = float2(0.5,0.5) + -r11.xy;
	
	//r1.y-=stereo.x*-0.5;
	
    r1.w = dot(r1.yz, r1.yz);
    r1.w = rsqrt(r1.w);
    r1.yz = r1.yz * r1.ww;
    r1.w = cb0[146].x * -cb0[143].x;
    r2.x = cb0[146].x * cb0[143].x;
    r2.yz = r1.yz * r1.ww + v1.xy;
	
	//r2.y-=stereo.x*0.5;
	
    r3.xyzw = t1.SampleBias(s0_s, r2.yz, cb0[5].x).xyzw;
    r4.xyzw = t1.SampleBias(s0_s, v1.xy, cb0[5].x).xyzw;
    r1.yz = r1.yz * r2.xx + v1.xy;
	
	//r1.y-=stereo.x*-0.5;
	
    r2.xyzw = t1.SampleBias(s0_s, r1.yz, cb0[5].x).xyzw;
    r2.x = r3.x;
    r2.y = r4.y;
  } else {
    r2.xyzw = t1.SampleBias(s2_s, v1.xy, cb0[5].x).xyzw;
  }
  o0.xyz = r2.xyz * r1.xxx + r0.xyz;
  o0.w = r0.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Wed Jul  1 21:55:34 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[147], 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 linear v1.xy
dcl_output o0.xyzw
dcl_temps 5
sample_b r0.xyzw, v1.xyxx, t0.xyzw, s1, cb0[5].x
sample_b r1.xyzw, v1.xyxx, t2.xyzw, s0, cb0[5].x
lt r1.y, l(0.000000), cb0[146].x
if_nz r1.y
  add r1.yz, -v1.xxyx, l(0.000000, 0.500000, 0.500000, 0.000000)
  dp2 r1.w, r1.yzyy, r1.yzyy
  rsq r1.w, r1.w
  mul r1.yz, r1.wwww, r1.yyzy
  mul r1.w, -cb0[143].x, cb0[146].x
  mul r2.x, cb0[143].x, cb0[146].x
  mad r2.yz, r1.yyzy, r1.wwww, v1.xxyx
  sample_b r3.xyzw, r2.yzyy, t1.xyzw, s0, cb0[5].x
  sample_b r4.xyzw, v1.xyxx, t1.xyzw, s0, cb0[5].x
  mad r1.yz, r1.yyzy, r2.xxxx, v1.xxyx
  sample_b r2.xyzw, r1.yzyy, t1.xyzw, s0, cb0[5].x
  mov r2.x, r3.x
  mov r2.y, r4.y
else
  sample_b r2.xyzw, v1.xyxx, t1.xyzw, s2, cb0[5].x
endif
mad o0.xyz, r2.xyzx, r1.xxxx, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used

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