//KH3 barrel distortion Big Hero 6 ending from Baymax perspective.
// ---- Created with geo-11 v0.6.198 on Tue Apr 21 22:26:47 2026
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[6];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[120];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[10];
}




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


void main(
  float4 v0 : SV_Position0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v0.xy * cb1[119].zw + -cb2[3].xy;
  
  r0.x-=stereo.x*0.5;
  
  r0.zw = cb2[5].xy * abs(r0.yx);
  r1.xy = max(float2(1,1), abs(r0.zw));
  r1.xy = float2(1,1) / r1.xy;
  r1.zw = min(float2(1,1), abs(r0.zw));
  r1.xy = r1.zw * r1.xy;
  r1.zw = r1.xy * r1.xy;
  r2.xy = r1.zw * float2(0.0208350997,0.0208350997) + float2(-0.0851330012,-0.0851330012);
  r2.xy = r1.zw * r2.xy + float2(0.180141002,0.180141002);
  r2.xy = r1.zw * r2.xy + float2(-0.330299497,-0.330299497);
  r1.zw = r1.zw * r2.xy + float2(0.999866009,0.999866009);
  r2.xy = r1.xy * r1.zw;
  r2.xy = r2.xy * float2(-2,-2) + float2(1.57079637,1.57079637);
  r2.zw = cmp(float2(1,1) < abs(r0.zw));
  r0.zw = min(float2(1,1), r0.zw);
  r0.zw = cmp(r0.zw < -r0.zw);
  r2.xy = r2.zw ? r2.xy : 0;
  r1.xy = r1.xy * r1.zw + r2.xy;
  r0.zw = r0.zw ? -r1.xy : r1.xy;
  r0.zw = float2(6.28318548,6.28318548) * r0.zw;
  r0.zw = cos(r0.zw);
  r0.xy = r0.xy / r0.zw;
  
  r0.x+=stereo.x*0.5;
  
  r0.xy = saturate(cb2[5].zz * r0.xy + cb2[3].xy);
  r0.xy = max(cb0[9].xy, r0.xy);
  r0.xy = min(cb0[9].zw, r0.xy);
  r0.xyz = t0.Sample(s0_s, r0.xy).xyz;
  o0.xyz = cb2[4].xyz + r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Tue Apr 21 22:26:47 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
//
//
// 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[10], immediateIndexed
dcl_constantbuffer CB1[120], immediateIndexed
dcl_constantbuffer CB2[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 3
mad r0.xy, v0.xyxx, cb1[119].zwzz, -cb2[3].xyxx
mul r0.zw, |r0.yyyx|, cb2[5].xxxy
max r1.xy, |r0.zwzz|, l(1.000000, 1.000000, 0.000000, 0.000000)
div r1.xy, l(1.000000, 1.000000, 1.000000, 1.000000), r1.xyxx
min r1.zw, |r0.zzzw|, l(0.000000, 0.000000, 1.000000, 1.000000)
mul r1.xy, r1.xyxx, r1.zwzz
mul r1.zw, r1.xxxy, r1.xxxy
mad r2.xy, r1.zwzz, l(0.0208350997, 0.0208350997, 0.000000, 0.000000), l(-0.085133, -0.085133, 0.000000, 0.000000)
mad r2.xy, r1.zwzz, r2.xyxx, l(0.180141, 0.180141, 0.000000, 0.000000)
mad r2.xy, r1.zwzz, r2.xyxx, l(-0.330299497, -0.330299497, 0.000000, 0.000000)
mad r1.zw, r1.zzzw, r2.xxxy, l(0.000000, 0.000000, 0.999866, 0.999866)
mul r2.xy, r1.zwzz, r1.xyxx
mad r2.xy, r2.xyxx, l(-2.000000, -2.000000, 0.000000, 0.000000), l(1.57079637, 1.57079637, 0.000000, 0.000000)
lt r2.zw, l(0.000000, 0.000000, 1.000000, 1.000000), |r0.zzzw|
min r0.zw, r0.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
lt r0.zw, r0.zzzw, -r0.zzzw
and r2.xy, r2.zwzz, r2.xyxx
mad r1.xy, r1.xyxx, r1.zwzz, r2.xyxx
movc r0.zw, r0.zzzw, -r1.xxxy, r1.xxxy
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 6.28318548, 6.28318548)
sincos null, r0.zw, r0.zzzw
div r0.xy, r0.xyxx, r0.zwzz
mad_sat r0.xy, cb2[5].zzzz, r0.xyxx, cb2[3].xyxx
max r0.xy, r0.xyxx, cb0[9].xyxx
min r0.xy, r0.xyxx, cb0[9].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
add o0.xyz, r0.xyzx, cb2[4].xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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