//DQ1 sky lighting PS 1. Like barrel distortion.
// ---- Created with geo-11 v0.6.198 on Thu Oct 30 18:59:06 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[17];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[136];
}

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.x-=stereo.x*cb1[130].x*0.5;
  
  r0.zw = -r0.xy * cb0[38].zw + cb2[12].xx;
  r0.zw = float2(0.5,0.5) + r0.zw;
  r0.z = dot(r0.zw, cb2[3].xy);
  r0.z = saturate(0.5 + r0.z);
  r0.z = dot(r0.zz, r0.zz);
  r0.w = -1 + r0.z;
  r0.z = min(1, r0.z);
  r0.w = max(0, r0.w);
  r1.xyz = -cb2[6].xyz + cb2[5].xyz;
  r1.xyz = r0.zzz * r1.xyz + cb2[6].xyz;
  r2.xyz = cb2[8].xyz + -r1.xyz;
  r1.xyz = r0.www * r2.xyz + r1.xyz;
  r0.zw = saturate(r0.xy * cb0[38].zw + -cb2[13].zz);
  r0.xy = cb0[38].zw * r0.xy;
  
  r0.x+=stereo.x*0.5;
  
  r0.zw = float2(-0.5,-0.5) + r0.zw;
  r0.z = dot(r0.zw, cb2[9].xy);
  r0.z = 0.5 + r0.z;
  r0.z = 1 + -r0.z;
  r0.z = r0.z * r0.z;
  r0.z = min(1, r0.z);
  r1.xyz = r1.xyz * r0.zzz;
  r1.xyz = cb2[15].xxx * r1.xyz;
  r1.xyz = r1.xyz + r1.xyz;
  r0.zw = r0.xy * cb1[130].xy + cb1[129].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);
  r2.xyz = t1.Sample(s1_s, r0.xy).xyz;
  r2.xyz = cb1[135].zzz * r2.xyz;
  r0.xy = cb1[132].zw * r0.zw;
  r0.xy = max(cb1[133].xy, r0.xy);
  r0.xy = min(cb1[133].zw, r0.xy);
  r0.x = t0.SampleLevel(s0_s, r0.xy, 0).x;
  r0.y = r0.x * cb1[65].z + -cb1[65].w;
  r0.x = r0.x * cb1[65].x + cb1[65].y;
  r0.y = 1 / r0.y;
  r0.x = r0.x + r0.y;
  r0.x = r0.x / cb2[15].y;
  r0.x = saturate(cb2[15].z + r0.x);
  r0.x = 1 + -r0.x;
  r0.x = r0.x * r0.x;
  r0.yzw = r1.xyz * r0.xxx;
  r1.xyz = r1.xyz * r0.xxx + float3(1,1,1);
  r1.xyz = r1.xyz * r2.xyz;
  r0.x = dot(r2.xyz, float3(0.300000012,0.589999974,0.109999999));
  r0.x = max(0.25, r0.x);
  r0.yzw = r0.yzw * r0.yzw;
  r0.xyzw = min(float4(1,500,500,500), r0.xyzw);
  r0.xyz = r0.yzw * r0.xxx;
  r0.xyz = r0.xyz * cb2[15].www + r1.xyz;
  r1.xyz = cb2[11].xyz + -r0.xyz;
  r0.xyz = cb2[16].xxx * r1.xyz + r0.xyz;
  r0.xyz = max(float3(0,0,0), r0.xyz);
  o0.xyz = cb1[135].yyy * r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Thu Oct 30 18:59:06 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[136], immediateIndexed
dcl_constantbuffer CB2[17], 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, cb2[12].xxxx
add r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
dp2 r0.z, r0.zwzz, cb2[3].xyxx
add_sat r0.z, r0.z, l(0.500000)
dp2 r0.z, r0.zzzz, r0.zzzz
add r0.w, r0.z, l(-1.000000)
min r0.z, r0.z, l(1.000000)
max r0.w, r0.w, l(0.000000)
add r1.xyz, cb2[5].xyzx, -cb2[6].xyzx
mad r1.xyz, r0.zzzz, r1.xyzx, cb2[6].xyzx
add r2.xyz, -r1.xyzx, cb2[8].xyzx
mad r1.xyz, r0.wwww, r2.xyzx, r1.xyzx
mad_sat r0.zw, r0.xxxy, cb0[38].zzzw, -cb2[13].zzzz
mul r0.xy, r0.xyxx, cb0[38].zwzz
add r0.zw, r0.zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
dp2 r0.z, r0.zwzz, cb2[9].xyxx
add r0.z, r0.z, l(0.500000)
add r0.z, -r0.z, l(1.000000)
mul r0.z, r0.z, r0.z
min r0.z, r0.z, l(1.000000)
mul r1.xyz, r0.zzzz, r1.xyzx
mul r1.xyz, r1.xyzx, cb2[15].xxxx
add r1.xyz, r1.xyzx, r1.xyzx
mad r0.zw, r0.xxxy, cb1[130].xxxy, cb1[129].xxxy
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) r2.xyz, r0.xyxx, t1.xyzw, s1
mul r2.xyz, r2.xyzx, cb1[135].zzzz
mul r0.xy, r0.zwzz, cb1[132].zwzz
max r0.xy, r0.xyxx, cb1[133].xyxx
min r0.xy, r0.xyxx, cb1[133].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.y, r0.x, cb1[65].z, -cb1[65].w
mad r0.x, r0.x, cb1[65].x, cb1[65].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.x, r0.y, r0.x
div r0.x, r0.x, cb2[15].y
add_sat r0.x, r0.x, cb2[15].z
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, r0.x
mul r0.yzw, r0.xxxx, r1.xxyz
mad r1.xyz, r1.xyzx, r0.xxxx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.xyz, r2.xyzx, r1.xyzx
dp3 r0.x, r2.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
max r0.x, r0.x, l(0.250000)
mul r0.yzw, r0.yyzw, r0.yyzw
min r0.xyzw, r0.xyzw, l(1.000000, 500.000000, 500.000000, 500.000000)
mul r0.xyz, r0.xxxx, r0.yzwy
mad r0.xyz, r0.xyzx, cb2[15].wwww, r1.xyzx
add r1.xyz, -r0.xyzx, cb2[11].xyzx
mad r0.xyz, cb2[16].xxxx, r1.xyzx, r0.xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul o0.xyz, r0.xyzx, cb1[135].yyyy
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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