//DQ1 particles that interfere with autoconvergence. Tree leaves.
// ---- Created with geo-11 v0.6.198 on Sun Nov  2 11:17:58 2025
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[7];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[153];
}




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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  nointerpolation float4 v2 : COLOR1,
  uint v3 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0,
  out uint oMask : SV_Coverage)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  if (iniparams10.y==1 && v0.w<1500.0) {
    discard;
  }
  
  r0.xy = -cb0[129].xy + v0.xy;
  r0.zw = cb0[152].xx + r0.xy;
  r0.xy = float2(0.015625,0.015625) * r0.xy;
  r0.x = t1.SampleBias(s1_s, r0.xy, cb0[143].y).x;
  r0.yz = (uint2)r0.zw;
  r0.z = (uint)r0.z << 1;
  r0.y = (int)r0.z + (int)r0.y;
  r0.y = (uint)r0.y % 5;
  r0.y = (uint)r0.y;
  r0.x = r0.y + r0.x;
  r0.x = 0.166666672 * r0.x;
  r0.yz = float2(-0.5,-0.5) + v1.xy;
  r0.yz = cb1[3].xy * r0.yz;
  r0.yz = r0.yz * float2(2,2) + float2(1,1);
  r0.yz = saturate(r0.yz * float2(0.5,0.5) + cb1[4].xy);
  r0.yz = float2(-0.5,-0.5) + r0.yz;
  r1.x = dot(r0.yz, cb1[5].xy);
  r1.y = dot(r0.yz, cb1[6].xy);
  r0.yz = saturate(float2(0.5,0.5) + r1.xy);
  r0.y = t0.SampleBias(s0_s, r0.yz, cb0[143].y).w;
  r0.x = r0.y * v2.w + r0.x;
  r0.x = -0.833299994 + r0.x;
  r1.xyzw = cmp(float4(0.00666699978,0.166675001,0.333350003,0.500024974) < r0.xxxx);
  r0.y = r1.x ? 0.000000 : 0;
  r0.y = r1.y ? 9 : r0.y;
  r0.y = r1.z ? 13 : r0.y;
  r0.z = (uint)r0.y;
  r0.z = -0.5 + r0.z;
  r0.xz = cmp(r0.xz < float2(0,0));
  r0.z = r1.w ? 0 : r0.z;
  r0.w = cmp(1 < asint(cb0[135].x));
  r0.z = r0.w ? r0.z : 0;
  r0.w = ~(int)r0.w;
  if (r0.z != 0) discard;
  r0.x = r0.w ? r0.x : 0;
  r0.z = (int)r0.w | (int)r1.w;
  oMask = r0.z ? 15 : r0.y;
  if (r0.x != 0) discard;
  o0.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sun Nov  2 11:17:58 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// COLOR                    1   xyzw        2     NONE   float      w
// SV_IsFrontFace           0   x           3    FFACE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Coverage              0    N/A    oMask COVERAGE    uint    YES
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[153], immediateIndexed
dcl_constantbuffer CB1[7], 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_input_ps linear v1.xy
dcl_input_ps constant v2.w
dcl_output o0.xyzw
dcl_output oMask
dcl_temps 2
add r0.xy, v0.xyxx, -cb0[129].xyxx
add r0.zw, r0.xxxy, cb0[152].xxxx
mul r0.xy, r0.xyxx, l(0.015625, 0.015625, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1, cb0[143].y
ftou r0.yz, r0.zzwz
ishl r0.z, r0.z, l(1)
iadd r0.y, r0.z, r0.y
udiv null, r0.y, r0.y, l(5)
utof r0.y, r0.y
add r0.x, r0.x, r0.y
mul r0.x, r0.x, l(0.166666672)
add r0.yz, v1.xxyx, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r0.yz, r0.yyzy, cb1[3].xxyx
mad r0.yz, r0.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, 1.000000, 1.000000, 0.000000)
mad_sat r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000), cb1[4].xxyx
add r0.yz, r0.yyzy, l(0.000000, -0.500000, -0.500000, 0.000000)
dp2 r1.x, r0.yzyy, cb1[5].xyxx
dp2 r1.y, r0.yzyy, cb1[6].xyxx
add_sat r0.yz, r1.xxyx, l(0.000000, 0.500000, 0.500000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t0.xwyz, s0, cb0[143].y
mad r0.x, r0.y, v2.w, r0.x
add r0.x, r0.x, l(-0.833300)
lt r1.xyzw, l(0.006667, 0.166675, 0.333350, 0.500025), r0.xxxx
and r0.y, r1.x, l(8)
movc r0.y, r1.y, l(9), r0.y
movc r0.y, r1.z, l(13), r0.y
utof r0.z, r0.y
add r0.z, r0.z, l(-0.500000)
lt r0.xz, r0.xxzx, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r0.z, r1.w, l(0), r0.z
ilt r0.w, l(1), cb0[135].x
and r0.z, r0.w, r0.z
not r0.w, r0.w
discard_nz r0.z
and r0.x, r0.w, r0.x
or r0.z, r0.w, r1.w
movc oMask, r0.z, l(15), r0.y
discard_nz r0.x
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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