//DQ7 underwater distortion PS 1.
// ---- Created with geo-11 v0.6.198 on Mon Jul 27 17:12:56 2026
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[12];
}

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,r11;
  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);
  
  //Copied block.
  r11.xy = -cb1[129].xy + v0.xy;
  r11.xy = r11.xy * cb1[130].zw + float2(-0.5,-0.5);
  r11.xy = v0.ww * r11.xy;
  r11.z = v0.w;
  r11.xyz = float3(2,-2,1) * r11.xyz;
  r11.xy = r11.xy / r11.zz;
  r11.xy = r11.xy * cb1[66].xy + cb1[66].wz;
  r10.w = t0.SampleLevel(s0_s, r11.xy, 0).x;
  r11.x = r10.w * cb1[65].z + -cb1[65].w;
  
  r0.x-=stereo.x*(1-stereo.y*r11.x)*0.5/cb0[38].z;
  
  r0.xy = cb0[38].zw * r0.xy;
  r0.z = dot(r0.zw, cb2[3].xy);
  r0.z = 0.5 + r0.z;
  r0.z = r0.z / cb2[9].y;
  r0.z = 0.5 + r0.z;
  r0.z = -cb2[9].z + r0.z;
  r0.w = 1 + -r0.z;
  r0.z = cb2[9].w + r0.z;
  r0.w = -cb2[9].w + r0.w;
  r0.w = min(r0.z, r0.w);
  r0.w = saturate(r0.w + r0.w);
  r0.w = 1 + -r0.w;
  r1.x = cmp(cb2[10].x >= 0);
  r0.w = r1.x ? r0.w : r0.z;
  r1.x = cmp(9.99999975e-06 < abs(cb2[10].x));
  r0.z = r1.x ? r0.w : r0.z;
  r0.w = log2(r0.z);
  r0.z = cmp(0 >= r0.z);
  r0.w = cb2[10].y * r0.w;
  r0.w = exp2(r0.w);
  r0.z = r0.z ? 0 : r0.w;
  r1.xy = cb2[6].xx * r0.xy;
  r1.zw = cb2[5].zw * cb1[142].zz;
  r1.zw = r1.xy * float2(2,2) + r1.zw;
  r1.xy = cb1[142].zz * cb2[5].zw + r1.xy;
  r0.w = t1.Sample(s1_s, r1.xy).x;
  r1.x = t1.Sample(s1_s, r1.zw).x;
  r0.w = r1.x * r0.w;
  r0.z = r0.w * r0.z;
  r1.xy = -cb1[129].xy + v0.xy;
  r1.xy = r1.xy * cb1[130].zw + float2(-0.5,-0.5);
  r1.xy = v0.ww * r1.xy;
  r1.z = v0.w;
  r1.xyz = float3(2,-2,1) * r1.xyz;
  r1.xy = r1.xy / r1.zz;
  r1.xy = r1.xy * cb1[66].xy + cb1[66].wz;
  r0.w = t0.SampleLevel(s0_s, r1.xy, 0).x;
  r1.x = r0.w * cb1[65].z + -cb1[65].w;
  r0.w = r0.w * cb1[65].x + cb1[65].y;
  r1.x = 1 / r1.x;
  r0.w = r1.x + r0.w;
  r0.w = r0.w / cb2[10].z;
  r0.w = max(0, r0.w);
  r0.w = min(cb2[10].w, r0.w);
  r0.xy = r0.zz * r0.ww + r0.xy;
  r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
  
  r0.x+=stereo.x*(1-stereo.y*r11.x)*0.5;
  
  r0.xy = max(cb0[6].xy, r0.xy);
  r0.xy = min(cb0[6].zw, r0.xy);
  r0.xyz = t2.Sample(s2_s, r0.xy).xyz;
  r1.xyz = cb1[135].zzz * r0.xyz;
  r0.xyz = -cb1[135].zzz * r0.xyz + cb2[4].xyz;
  r0.xyz = cb2[11].xxx * r0.xyz + r1.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 Mon Jul 27 17:12:56 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy w
// 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[12], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_output o0.xyzw
dcl_temps 2
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
dp2 r0.z, r0.zwzz, cb2[3].xyxx
add r0.z, r0.z, l(0.500000)
div r0.z, r0.z, cb2[9].y
add r0.z, r0.z, l(0.500000)
add r0.z, r0.z, -cb2[9].z
add r0.w, -r0.z, l(1.000000)
add r0.z, r0.z, cb2[9].w
add r0.w, r0.w, -cb2[9].w
min r0.w, r0.w, r0.z
add_sat r0.w, r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
ge r1.x, cb2[10].x, l(0.000000)
movc r0.w, r1.x, r0.w, r0.z
lt r1.x, l(0.000010), |cb2[10].x|
movc r0.z, r1.x, r0.w, r0.z
log r0.w, r0.z
ge r0.z, l(0.000000), r0.z
mul r0.w, r0.w, cb2[10].y
exp r0.w, r0.w
movc r0.z, r0.z, l(0), r0.w
mul r1.xy, r0.xyxx, cb2[6].xxxx
mul r1.zw, cb1[142].zzzz, cb2[5].zzzw
mad r1.zw, r1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), r1.zzzw
mad r1.xy, cb1[142].zzzz, cb2[5].zwzz, r1.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t1.yzwx, s1
sample_indexable(texture2d)(float,float,float,float) r1.x, r1.zwzz, t1.xyzw, s1
mul r0.w, r0.w, r1.x
mul r0.z, r0.z, r0.w
add r1.xy, v0.xyxx, -cb1[129].xyxx
mad r1.xy, r1.xyxx, cb1[130].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, v0.wwww
mov r1.z, v0.w
mul r1.xyz, r1.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
div r1.xy, r1.xyxx, r1.zzzz
mad r1.xy, r1.xyxx, cb1[66].xyxx, cb1[66].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t0.yzwx, s0, l(0.000000)
mad r1.x, r0.w, cb1[65].z, -cb1[65].w
mad r0.w, r0.w, cb1[65].x, cb1[65].y
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
add r0.w, r0.w, r1.x
div r0.w, r0.w, cb2[10].z
max r0.w, r0.w, l(0.000000)
min r0.w, r0.w, cb2[10].w
mad r0.xy, r0.zzzz, r0.wwww, 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, t2.xyzw, s2
mul r1.xyz, r0.xyzx, cb1[135].zzzz
mad r0.xyz, -cb1[135].zzzz, r0.xyzx, cb2[4].xyzx
mad r0.xyz, cb2[11].xxxx, r0.xyzx, r1.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

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