// MANUALLY DUMPED [ShaderRegex\ShaderFixes\UE5_masterotaku.ini\DecalsPS3z_1_nospec][ShaderRegex\ShaderFixes\UE5_masterotaku.ini\HaloPS2TempSimple_1] DQ2 final boss appearance decals. Extra input.
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Nov 15 19:52:19 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                10   xyzw        0     NONE   float
// TEXCOORD                11   xyzw        1     NONE   float
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xy
// PARTICLE_VELOCITY        0   xyzw        4     NONE   float
// TEXCOORD                 7   xyzw        5     NONE   float   xyzw
// SV_Position              0   xyzw        6      POS   float   xyz
// SV_IsFrontFace           0   x           7    FFACE    uint
//
//
// 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[210], immediateIndexed
dcl_constantbuffer CB1[20], immediateIndexed
dcl_constantbuffer CB2[115], immediateIndexed
dcl_constantbuffer CB3[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_sampler s7, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xy
dcl_input_ps linear v5.xyzw
dcl_input_ps_siv linear noperspective v6.xyz, position
dcl_output o0.xyzw
dcl_temps 13
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120

ld_indexable(texture2d)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r5.xyzw, l(15, 0, 0, 0), t120.xyzw
ftou r6.xyzw, r5.xyzw
mov r8.xy, v6.xyxx
mul r9.xyzw, v6.yyyy, cb0[45].xyzw
mad r9.xyzw, r8.xxxx, cb0[44].xyzw, r9.xyzw
//Pattern break.
mad r9.xyzw, v6.zzzz, cb0[46].xyzw, r9.xyzw
add r9.xyzw, r9.xyzw, cb0[47].xyzw
ge r10.w, cb0[r6.x + 0].x, l(20.0)
if_nz r10.w
mul r10.x, l(0.5), cb0[r6.x + 0].x
else
mul r10.x, l(0.5), cb1[r6.x + 0].x
endif
mad r10.y, r9.w, r7.y, l(-1.0)
mul r10.y, r10.y, r10.x
mad r8.x, r7.x, r10.y, r8.x
mul r0.xyzw, v6.yyyy, cb0[45].xyzw
mad r0.xyzw, r8.xxxx, cb0[44].xyzw, r0.xyzw
//Pattern break.
mad r0.xyzw, v6.zzzz, cb0[46].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[47].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r0.xyz, r0.xyzx, -cb0[70].xyzx
add r1.xy, r8.xyxx, -cb0[129].xyxx
mul r1.zw, r1.xxxy, cb0[130].zzzw
mul r2.xyzw, cb0[142].zzzz, l(-0.030000, 0.050000, 0.010000, -0.010000)
frc r2.xyzw, r2.xyzw
mad r3.xyzw, r1.zwzw, l(2.000000, 1.000000, 8.000000, 5.000000), r2.xyzz
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r3.zwzz, t2.yzwx, s1, cb0[143].y
mul r2.x, r0.w, l(0.500000)
mad r3.xy, r0.wwww, l(0.500000, 0.500000, 0.000000, 0.000000), r3.xyxx
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r3.xyxx, t3.yzwx, s2, cb0[143].y
add r0.w, r0.w, r0.w
mul r3.xy, r1.zwzz, l(3.000000, 3.000000, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r3.x, r3.xyxx, t4.xyzw, s3, cb0[143].y
mul r0.w, r0.w, r3.x
mad r3.xyzw, r1.xyxy, cb0[130].zwzw, r2.wwzz
mad r1.xy, r3.xyxx, l(5.000000, 5.000000, 0.000000, 0.000000), r2.xxxx
sample_b_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t5.xyzw, s4, cb0[143].y
mad r2.xz, r1.zzwz, l(10.000000, 0.000000, 10.000000, 0.000000), r2.wwww
sample_b_indexable(texture2d)(float,float,float,float) r1.y, r2.xzxx, t6.yxzw, s5, cb0[143].y
mad r2.xz, r1.yyyy, l(0.400000, 0.000000, 0.400000, 0.000000), r3.zzwz
sample_b_indexable(texture2d)(float,float,float,float) r1.y, r2.xzxx, t7.yxzw, s6, cb0[143].y
add_sat r1.x, r1.y, r1.x
mad r2.xzw, r0.wwww, l(350.000000, 0.000000, 450.000000, 500.000000), r1.xxxx
mul r2.xzw, r2.xxzw, v2.xxyz
ld_indexable(texture2d)(float,float,float,float) r0.w, l(0, 0, 0, 0), t1.yzwx
div r2.xzw, r2.xxzw, r0.wwww
add r3.xyz, -r2.xzwx, cb3[1].xyzx
mad r2.xzw, cb3[8].xxxx, r3.xxyz, r2.xxzw
add r1.xy, v3.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, cb3[6].xyxx
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(1.000000, 1.000000, 0.000000, 0.000000)
mad r1.zw, r1.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), r2.yyyy
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.zwzz, t8.yzwx, s7, cb0[143].y
mad r1.zw, r0.wwww, l(0.000000, 0.000000, 0.300000, 0.300000), cb3[7].xxxy
add r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
mad r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), -r1.zwzz
dp2 r0.w, r1.xyxx, r1.xyxx
sqrt r0.w, r0.w
mad r0.w, -r0.w, cb3[9].w, l(1.000000)
mul_sat r0.w, r0.w, cb3[10].w
mul r0.w, r0.w, r0.w
mul_sat r1.w, r0.w, v2.w
lt r0.w, l(0.000000), cb2[114].w
if_nz r0.w
  mul r3.xyz, r0.yyyy, cb0[5].xywx
  mad r3.xyz, r0.xxxx, cb0[4].xywx, r3.xyzx
  mad r3.xyz, r0.zzzz, cb0[6].xywx, r3.xyzx
  add r3.xyz, r3.xyzx, cb0[7].xywx

//Pattern break.
ld_indexable(texture2d)(float,float,float,float) r11.xyzw, l(2, 0, 0, 0), t125.xyzw
add r12.x, r3.z, -r11.y
mad r3.x, r11.x, r12.x, r3.x
  div r3.xy, r3.xyxx, r3.zzzz
  mad r4.xy, r3.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  mad r0.w, r3.z, cb0[209].x, cb0[209].y
  log r0.w, r0.w
  mul r0.w, r0.w, cb0[209].z
  mul r4.z, r0.w, cb0[208].z
  sample_l_indexable(texture3d)(float,float,float,float) r3.xyzw, r4.xyzx, t0.xyzw, s0, l(0.000000)
  mul r4.x, r3.w, v5.w
  mad r3.xyz, v5.xyzx, r3.wwww, r3.xyzx
else
  mov r3.xyz, v5.xyzx
  mov r4.x, v5.w
endif
max r1.xyz, r2.xzwx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.w, l(0.000000), cb0[140].x
if_nz r0.w
  add r2.xyz, r0.xyzx, -cb1[5].xyzx
  add r4.yzw, cb1[19].xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
  lt r2.xyz, r4.yzwy, |r2.xyzx|
  or r0.w, r2.y, r2.x
  or r0.w, r2.z, r0.w
  dp3 r0.x, r0.xyzx, l(0.577000, 0.577000, 0.577000, 0.000000)
  mul r0.x, r0.x, l(0.002000)
  frc r0.x, r0.x
  lt r0.x, l(0.500000), r0.x
  movc r2.yzw, r0.xxxx, l(0,0,1.000000,1.000000), l(0,1.000000,1.000000,0)
  mov r2.x, l(1.000000)
  movc r1.xyzw, r0.wwww, r2.yzwx, r1.xyzw
  mov o0.w, r1.w
else
  mov o0.w, r1.w
endif
mad r0.xyz, r1.xyzx, r4.xxxx, r3.xyzx
mul o0.xyz, r0.xyzx, cb0[135].yyyy
ret
// Approximately 0 instruction slots used
