//DQ1 radial blur PS 1. Dragon boss roar.
// ---- Created with geo-11 v0.6.198 on Sun Nov  2 22:48:37 2025
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[7];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[2];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[39];
}




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


void main(
  float4 v0 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = asuint(cb0[37].xy);
  r0.xy = v0.xy + -r0.xy;
  r0.zw = cb0[38].zw * r0.xy;
  r0.zw = r0.zw * cb0[5].xy + cb0[4].xy;
  r1.xy = max(cb0[6].xy, r0.zw);
  r1.xy = min(cb0[6].zw, r1.xy);
  r1.xyz = t0.Sample(s0_s, r1.xy).xyz;
  r1.w = cb2[3].x * cb1[0].z;
  r2.x = cb2[3].y * cb1[1].x;
  r2.x = cb2[3].z * r2.x;
  r3.x = -r0.x * cb0[38].z + cb2[3].w;
  r3.y = -r0.y * cb0[38].w + cb2[4].x;
  
  r3.x+=stereo.x*0.5;
  
  r2.y = dot(r3.xy, r3.xy);
  r2.y = sqrt(r2.y);
  r4.xyz = float3(0,0,0);
  r2.z = 0;
  while (true) {
    r2.w = (int)r2.z;
    r3.z = cmp(r2.w >= r1.w);
    if (r3.z != 0) break;
    r2.w = r2.w * r2.x;
    r2.w = r2.w * r2.y;
    r3.zw = r2.ww * r3.xy + r0.zw;
    r5.xyz = t0.Sample(s0_s, r3.zw).xyz;
    r4.xyz = r5.xyz + r4.xyz;
    r2.z = (int)r2.z + 1;
  }
  r2.xyz = r4.xyz / r1.www;
  r0.xy = r0.xy * cb0[38].zw + -cb2[1].xy;
  
  r0.x+=stereo.x*0.5;
  
  r0.x = dot(r0.xy, r0.xy);
  r0.x = sqrt(r0.x);
  r0.x = -r0.x * cb2[4].w + 1;
  r0.x = saturate(cb2[5].w * r0.x);
  r0.x = 1 + -r0.x;
  r0.yzw = r2.xyz + -r1.xyz;
  r0.xyz = r0.xxx * r0.yzw + r1.xyz;
  r1.xyz = cb2[2].xyz + -r0.xyz;
  r0.xyz = cb2[6].xxx * r1.xyz + r0.xyz;
  o0.xyz = max(float3(0,0,0), r0.xyz);
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sun Nov  2 22:48:37 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
//
//
// 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 CB0[39], immediateIndexed
dcl_constantbuffer CB1[2], immediateIndexed
dcl_constantbuffer CB2[7], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 6
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mul r0.zw, r0.xxxy, cb0[38].zzzw
mad r0.zw, r0.zzzw, cb0[5].xxxy, cb0[4].xxxy
max r1.xy, r0.zwzz, cb0[6].xyxx
min r1.xy, r1.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0
mul r1.w, cb1[0].z, cb2[3].x
mul r2.x, cb1[1].x, cb2[3].y
mul r2.x, r2.x, cb2[3].z
mad r3.x, -r0.x, cb0[38].z, cb2[3].w
mad r3.y, -r0.y, cb0[38].w, cb2[4].x
dp2 r2.y, r3.xyxx, r3.xyxx
sqrt r2.y, r2.y
mov r4.xyz, l(0,0,0,0)
mov r2.z, l(0)
loop
  itof r2.w, r2.z
  ge r3.z, r2.w, r1.w
  breakc_nz r3.z
  mul r2.w, r2.x, r2.w
  mul r2.w, r2.y, r2.w
  mad r3.zw, r2.wwww, r3.xxxy, r0.zzzw
  sample_indexable(texture2d)(float,float,float,float) r5.xyz, r3.zwzz, t0.xyzw, s0
  add r4.xyz, r4.xyzx, r5.xyzx
  iadd r2.z, r2.z, l(1)
endloop
div r2.xyz, r4.xyzx, r1.wwww
mad r0.xy, r0.xyxx, cb0[38].zwzz, -cb2[1].xyxx
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
mad r0.x, -r0.x, cb2[4].w, l(1.000000)
mul_sat r0.x, r0.x, cb2[5].w
add r0.x, -r0.x, l(1.000000)
add r0.yzw, -r1.xxyz, r2.xxyz
mad r0.xyz, r0.xxxx, r0.yzwy, r1.xyzx
add r1.xyz, -r0.xyzx, cb2[2].xyzx
mad r0.xyz, cb2[6].xxxx, r1.xyzx, r0.xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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