//DQ2 heatwave PS 1. Intro.
// ---- Created with geo-11 v0.6.198 on Fri Nov  7 18:25:30 2025
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[24];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[2];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[143];
}

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,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = asuint(cb0[37].xy);
  r0.xy = v0.xy + -r0.xy;
  r0.zw = r0.xy * cb0[38].zw + float2(-0.5,-0.5);
  r0.xy = cb0[38].zw * r0.xy;
  
  r0.x-=stereo.x*0.5;
  
  //This one fixes the effect.
  r0.z-=stereo.x*0.5;
  
  r1.x = max(abs(r0.w), abs(r0.z));
  r1.x = 1 / r1.x;
  r1.y = min(abs(r0.w), abs(r0.z));
  r1.x = r1.y * r1.x;
  r1.y = r1.x * r1.x;
  r1.z = r1.y * 0.0208350997 + -0.0851330012;
  r1.z = r1.y * r1.z + 0.180141002;
  r1.z = r1.y * r1.z + -0.330299497;
  r1.y = r1.y * r1.z + 0.999866009;
  r1.z = r1.x * r1.y;
  r1.z = r1.z * -2 + 1.57079637;
  r1.w = cmp(abs(r0.z) < abs(r0.w));
  r1.z = r1.w ? r1.z : 0;
  r1.x = r1.x * r1.y + r1.z;
  r1.y = cmp(r0.z < -r0.z);
  r1.y = r1.y ? -3.141593 : 0;
  r1.x = r1.x + r1.y;
  r1.y = min(r0.w, r0.z);
  r1.y = cmp(r1.y < -r1.y);
  r1.z = max(r0.w, r0.z);
  r1.z = cmp(r1.z >= -r1.z);
  r1.y = r1.z ? r1.y : 0;
  r1.x = r1.y ? -r1.x : r1.x;
  r1.x = 0.159154952 * r1.x;
  r1.zw = cb3[3].xy * cb1[142].zz;
  r1.xzw = frac(r1.xzw);
  r2.xy = r0.zw * r0.zw;
  r0.zw = cb3[12].xy * r0.zw;
  r0.zw = r0.zw * float2(2,2) + float2(1,1);
  r0.zw = float2(0.5,0.5) * r0.zw;
  r0.zw = frac(r0.zw);
  r0.zw = -cb3[16].xy + r0.zw;
  r0.z = dot(r0.zw, r0.zw);
  r0.z = sqrt(r0.z);
  r0.w = r2.x + r2.y;
  r1.y = sqrt(r0.w);
  r1.zw = r1.xy * cb3[2].xy + r1.zw;
  r1.z = t0.Sample(s0_s, r1.zw).x;
  r2.xy = cb3[6].xy * cb1[142].zz;
  r2.xy = frac(r2.xy);
  r1.xy = r1.xy * cb3[5].xy + r2.xy;
  r1.w = t0.Sample(s0_s, r1.xy).x;
  r1.xy = float2(-0.5,-0.5) + r1.zw;
  r1.xy = cb3[7].xy * r1.xy;
  r1.xy = cb2[1].zz * r1.xy;
  r1.xy = r1.xy + r1.xy;
  r0.w = cb3[21].z + cb2[1].y;
  r0.w = max(9.99999975e-06, r0.w);
  r0.w = 1 / r0.w;
  r0.z = -r0.z * r0.w + 1;
  r0.z = saturate(cb3[22].z * r0.z);
  r0.z = r0.z * r0.z;
  r0.z = saturate(cb3[22].w * r0.z);
  r0.z = 1 + -r0.z;
  
  r0.x+=stereo.x*0.5;
  
  r0.xy = r0.zz * r1.xy + r0.xy;
  r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
  r0.xy = max(cb0[6].xy, r0.xy);
  r0.xy = min(cb0[6].zw, r0.xy);
  r0.xyz = t1.Sample(s1_s, r0.xy).xyz;
  r1.xyz = cb3[17].xyz + -r0.xyz;
  r0.xyz = cb3[23].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 Fri Nov  7 18:25:30 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   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_constantbuffer CB0[39], immediateIndexed
dcl_constantbuffer CB1[143], immediateIndexed
dcl_constantbuffer CB2[2], immediateIndexed
dcl_constantbuffer CB3[24], 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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 3
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mad r0.zw, r0.xxxy, cb0[38].zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r0.xy, r0.xyxx, cb0[38].zwzz
max r1.x, |r0.z|, |r0.w|
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
min r1.y, |r0.z|, |r0.w|
mul r1.x, r1.x, r1.y
mul r1.y, r1.x, r1.x
mad r1.z, r1.y, l(0.0208350997), l(-0.085133)
mad r1.z, r1.y, r1.z, l(0.180141)
mad r1.z, r1.y, r1.z, l(-0.330299497)
mad r1.y, r1.y, r1.z, l(0.999866)
mul r1.z, r1.y, r1.x
mad r1.z, r1.z, l(-2.000000), l(1.57079637)
lt r1.w, |r0.z|, |r0.w|
and r1.z, r1.w, r1.z
mad r1.x, r1.x, r1.y, r1.z
lt r1.y, r0.z, -r0.z
and r1.y, r1.y, l(0xc0490fdb)
add r1.x, r1.y, r1.x
min r1.y, r0.z, r0.w
lt r1.y, r1.y, -r1.y
max r1.z, r0.z, r0.w
ge r1.z, r1.z, -r1.z
and r1.y, r1.z, r1.y
movc r1.x, r1.y, -r1.x, r1.x
mul r1.x, r1.x, l(0.159154952)
mul r1.zw, cb1[142].zzzz, cb3[3].xxxy
frc r1.xzw, r1.xxzw
mul r2.xy, r0.zwzz, r0.zwzz
mul r0.zw, r0.zzzw, cb3[12].xxxy
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, 1.000000, 1.000000)
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
frc r0.zw, r0.zzzw
add r0.zw, r0.zzzw, -cb3[16].xxxy
dp2 r0.z, r0.zwzz, r0.zwzz
sqrt r0.z, r0.z
add r0.w, r2.y, r2.x
sqrt r1.y, r0.w
mad r1.zw, r1.xxxy, cb3[2].xxxy, r1.zzzw
sample_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.zwxy, s0
mul r2.xy, cb1[142].zzzz, cb3[6].xyxx
frc r2.xy, r2.xyxx
mad r1.xy, r1.xyxx, cb3[5].xyxx, r2.xyxx
sample_indexable(texture2d)(float,float,float,float) r1.w, r1.xyxx, t0.zwyx, s0
add r1.xy, r1.zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, cb3[7].xyxx
mul r1.xy, r1.xyxx, cb2[1].zzzz
add r1.xy, r1.xyxx, r1.xyxx
add r0.w, cb2[1].y, cb3[21].z
max r0.w, r0.w, l(0.000010)
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mad r0.z, -r0.z, r0.w, l(1.000000)
mul_sat r0.z, r0.z, cb3[22].z
mul r0.z, r0.z, r0.z
mul_sat r0.z, r0.z, cb3[22].w
add r0.z, -r0.z, l(1.000000)
mad r0.xy, r0.zzzz, r1.xyxx, r0.xyxx
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
max r0.xy, r0.xyxx, cb0[6].xyxx
min r0.xy, r0.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t1.xyzw, s1
add r1.xyz, -r0.xyzx, cb3[17].xyzx
mad r0.xyz, cb3[23].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

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