//Trish down attack haloing PS.
// ---- Created with 3Dmigoto v1.3.16 on Sun Sep 04 13:11:44 2022

SamplerState g_samplerRefScene_s : register(s1);
SamplerState g_samplerRefPostEff_s : register(s2);
Texture2D<float4> g_textureRefScene : register(t1);
Texture2D<float4> g_textureRefPostEff : register(t2);


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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : COLOR0,
  float4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD1,
  float4 v4 : TEXCOORD2,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  v3.x+=stereo.x*(v3.w-stereo.y);
  
  r0.xy = v3.xy / v3.ww;
  r0.xy = r0.xy * v4.xy + v4.zw;
  r1.xyzw = g_textureRefScene.Sample(g_samplerRefScene_s, r0.xy).xyzw;
  r0.xyzw = g_textureRefPostEff.Sample(g_samplerRefPostEff_s, r0.xy).xyzw;
  o1.xyz = r0.xyz;
  o0.xyz = v1.xyz * r1.xyz;
  r0.x = v2.y * v1.w;
  o0.w = r0.x;
  o1.w = r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.16 on Sun Sep 04 13:11:44 2022
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_samplerRefScene                 sampler      NA          NA    1        1
// g_samplerRefPostEff               sampler      NA          NA    2        1
// g_textureRefScene                 texture  float4          2d    1        1
// g_textureRefPostEff               texture  float4          2d    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float    y
// TEXCOORD                 1   xyzw        3     NONE   float   xy w
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
//
ps_4_0
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.y
dcl_input_ps linear v3.xyw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_temps 2
div r0.xy, v3.xyxx, v3.wwww
mad r0.xy, r0.xyxx, v4.xyxx, v4.zwzz
sample r1.xyzw, r0.xyxx, t1.xyzw, s1
sample r0.xyzw, r0.xyxx, t2.xyzw, s2
mov o1.xyz, r0.xyzx
mul o0.xyz, r1.xyzx, v1.xyzx
mul r0.x, v1.w, v2.y
mov o0.w, r0.x
mov o1.w, r0.x
ret
// Approximately 10 instruction slots used

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