// halo effect in some places leave always disabled.. o0=0;
// ---- Created with 3Dmigoto v1.3.16.45 on Mon Dec 14 14:11:20 2020
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[11];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float3 v2 : TEXCOORD1,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
//float4 stereo = StereoParams.Load(0);
//float4 iniParams = IniParams.Load(0);  

  r0.x = cb1[10].y + -cb1[6].w;
  r0.x = 1 / r0.x;
  r0.yz = v1.xy / v1.ww;
  r0.yz = r0.yz * cb1[4].xy + cb1[4].zw;
  r0.w = t2.SampleLevel(s0_s, r0.yz, 0).x;
  r1.xyzw = t1.SampleLevel(s0_s, r0.yz, 0).xyzw;
  r2.xy = v2.xy / v2.zz;
  
//r0.x+=stereo.x * (r0.z - stereo.y ) * 0.95822;  
  
  
  r2.z = 1;
  r0.yzw = -r2.xyz * r0.www + cb1[7].xyz;
  r2.x = dot(r0.yzw, r0.yzw);
  r2.y = rsqrt(r2.x);
  r2.x = r2.x * r2.y + -cb1[6].w;
  r0.x = saturate(r2.x * r0.x);
  r2.x = r0.x * -2 + 3;
  r0.x = r0.x * r0.x;
  r0.x = r2.x * r0.x;
  r2.xzw = -cb1[6].xyz + cb1[5].xyz;
  r2.xzw = r0.xxx * r2.xzw + cb1[6].xyz;
  r0.x = dot(cb1[9].xyz, -r0.yzw);
  r0.x = max(0, r0.x);
  r0.x = -cb1[8].x + r0.x;
  r0.x = saturate(cb1[8].z * r0.x);
  r0.x = 1 + -r0.x;
  r2.xzw = r2.xzw * r0.xxx;
  r2.xzw = r2.xzw * r2.xzw;
  r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r0.x = dot(r0.yzw, r1.xyz);
  r0.yzw = r2.yyy * -r0.yzw;
  r0.x = r0.x * r2.y;
  r0.x = max(0, r0.x);
  r1.xyz = r2.xzw * r0.xxx;
  r0.x = dot(cb1[9].xyz, r0.yzw);
  r0.x = max(0, r0.x);
  r0.y = -cb1[8].w + r0.x;
  r0.y = cb1[9].w * r0.y;
  r0.y = log2(abs(r0.y));
  r0.y = cb1[5].w * r0.y;
  r0.y = exp2(r0.y);
  r0.z = cmp(cb1[7].w >= r0.x);
  r0.x = cmp(r0.x < cb1[8].w);
  r0.y = r0.z ? r0.y : 1;
  r0.x = r0.x ? 0 : r0.y;
  r0.xyz = r1.xyz * r0.xxx;
  r1.xyz = r0.xyz * r1.www;
  r0.w = cmp(0 != cb1[10].x);
  o0.xyz = r0.www ? r1.xyz : r0.xyz;
  o0.w = 1;
  
o0=0;
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16.45 on Mon Dec 14 14:11:20 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xyz         2     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 3
add r0.x, -cb1[6].w, cb1[10].y
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
div r0.yz, v1.xxyx, v1.wwww
mad r0.yz, r0.yyzy, cb1[4].xxyx, cb1[4].zzwz
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r0.yzyy, t2.yzwx, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.yzyy, t1.xyzw, s0, l(0.000000)
div r2.xy, v2.xyxx, v2.zzzz
mov r2.z, l(1.000000)
mad r0.yzw, -r2.xxyz, r0.wwww, cb1[7].xxyz
dp3 r2.x, r0.yzwy, r0.yzwy
rsq r2.y, r2.x
mad r2.x, r2.x, r2.y, -cb1[6].w
mul_sat r0.x, r0.x, r2.x
mad r2.x, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r2.x
add r2.xzw, cb1[5].xxyz, -cb1[6].xxyz
mad r2.xzw, r0.xxxx, r2.xxzw, cb1[6].xxyz
dp3 r0.x, cb1[9].xyzx, -r0.yzwy
max r0.x, r0.x, l(0.000000)
add r0.x, r0.x, -cb1[8].x
mul_sat r0.x, r0.x, cb1[8].z
add r0.x, -r0.x, l(1.000000)
mul r2.xzw, r0.xxxx, r2.xxzw
mul r2.xzw, r2.xxzw, r2.xxzw
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.x, r0.yzwy, r1.xyzx
mul r0.yzw, -r0.yyzw, r2.yyyy
mul r0.x, r2.y, r0.x
max r0.x, r0.x, l(0.000000)
mul r1.xyz, r0.xxxx, r2.xzwx
dp3 r0.x, cb1[9].xyzx, r0.yzwy
max r0.x, r0.x, l(0.000000)
add r0.y, r0.x, -cb1[8].w
mul r0.y, r0.y, cb1[9].w
log r0.y, |r0.y|
mul r0.y, r0.y, cb1[5].w
exp r0.y, r0.y
ge r0.z, cb1[7].w, r0.x
lt r0.x, r0.x, cb1[8].w
movc r0.y, r0.z, r0.y, l(1.000000)
movc r0.x, r0.x, l(0), r0.y
mul r0.xyz, r0.xxxx, r1.xyzx
mul r1.xyz, r1.wwww, r0.xyzx
ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb1[10].x
movc o0.xyz, r0.wwww, r1.xyzx, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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