//DQ1 heatwave PS 1.
// ---- Created with geo-11 v0.6.198 on Sun Nov  2 15:14:14 2025
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[8];
}

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,r10;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = asuint(cb0[37].xy);
  r0.xy = v0.xy + -r0.xy;
  r0.xy = cb0[38].zw * r0.xy;
  
  r10.xy = r0.xy;
  r10.x-=stereo.x*0.5;
  
  r0.zw = float2(1.20000005,1.20000005) * r10.xy;
  r0.zw = cb1[142].zz * cb2[5].zw + r0.zw;
  r0.zw = float2(-0.5,-0.5) + r0.zw;
  r1.x = dot(r0.zw, cb2[2].xy);
  r1.y = dot(r0.zw, cb2[3].xy);
  r0.zw = float2(0.5,0.5) + r1.xy;
  r0.z = t0.Sample(s0_s, r0.zw).x;
  r0.xy = r0.zz * cb2[7].yy + 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 = cb2[4].xyz + -r0.xyz;
  r0.xyz = cb2[7].zzz * 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 15:14:14 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[8], 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 2
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mul r0.xy, r0.xyxx, cb0[38].zwzz
mul r0.zw, r0.xxxy, l(0.000000, 0.000000, 1.200000, 1.200000)
mad r0.zw, cb1[142].zzzz, cb2[5].zzzw, r0.zzzw
add r0.zw, r0.zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
dp2 r1.x, r0.zwzz, cb2[2].xyxx
dp2 r1.y, r0.zwzz, cb2[3].xyxx
add r0.zw, r1.xxxy, l(0.000000, 0.000000, 0.500000, 0.500000)
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t0.yzxw, s0
mad r0.xy, r0.zzzz, cb2[7].yyyy, 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, cb2[4].xyzx
mad r0.xyz, cb2[7].zzzz, 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

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