//BD2 distant fog PS 1.
// ---- Created with geo-11 v0.6.198 on Tue Mar 24 22:34:59 2026
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[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[130];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[1];
}




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


void main(
  float4 v0 : TEXCOORD0,
  float3 v1 : TEXCOORD1,
  float4 v2 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = t0.SampleLevel(s0_s, v0.xy, 0).x;
  r0.y = r0.x * cb1[61].z + -cb1[61].w;
  r0.y = 1 / r0.y;
  r0.z = r0.x * cb1[61].x + cb1[61].y;
  r0.x = cmp(r0.x == 0.000000);
  r0.y = r0.z + r0.y;
  r0.z = min(cb2[0].z, cb1[63].z);
  r0.w = cb1[63].z + -r0.z;
  
  float fov = cb1[28].x*cb1[28].x;
  v1.x+=stereo.x*(stereo.y/r0.y-1)*cb1[0].x/fov;
  v1.y+=stereo.x*(stereo.y/r0.y-1)*cb1[1].x/fov;
  v1.z+=stereo.x*(stereo.y/r0.y-1)*cb1[2].x/fov;
  
  r1.w = v1.z * r0.y + r0.w;
  r1.xy = v1.xy * r0.yy;
  r0.y = dot(r1.xyw, r1.xyw);
  r0.w = rsqrt(r0.y);
  r0.y = r0.y * r0.w;
  r1.x = max(0, cb2[0].w);
  r1.y = r1.x * r0.w;
  r0.w = -r1.x * r0.w + 1;
  r1.x = cmp(0 < r1.x);
  r0.w = r0.w * r0.y;
  r0.w = r1.x ? r0.w : r0.y;
  r0.y = cmp(cb2[3].w < r0.y);
  r1.z = -r1.y * r1.w + r1.w;
  r0.z = r1.y * r1.w + r0.z;
  r1.y = r1.x ? r1.z : r1.w;
  r1.z = cb2[1].y * r1.y;
  r1.y = cb2[0].y * r1.y;
  r1.yz = max(float2(-127,-127), r1.yz);
  r1.w = exp2(-r1.z);
  r1.w = 1 + -r1.w;
  r1.w = r1.w / r1.z;
  r2.x = -r1.z * 0.240226507 + 0.693147182;
  r1.z = cmp(0.00999999978 < abs(r1.z));
  r1.z = r1.z ? r1.w : r2.x;
  r1.w = -cb2[1].w + r0.z;
  r0.z = -cb2[3].y + r0.z;
  r0.z = cb2[0].y * r0.z;
  r0.z = max(-127, r0.z);
  r0.z = exp2(-r0.z);
  r0.z = cb2[3].x * r0.z;
  r0.z = r1.x ? r0.z : cb2[0].x;
  r1.w = cb2[1].y * r1.w;
  r1.w = max(-127, r1.w);
  r1.w = exp2(-r1.w);
  r1.w = cb2[1].z * r1.w;
  r1.x = r1.x ? r1.w : cb2[1].x;
  r1.x = r1.x * r1.z;
  r1.z = exp2(-r1.y);
  r1.z = 1 + -r1.z;
  r1.z = r1.z / r1.y;
  r1.w = -r1.y * 0.240226507 + 0.693147182;
  r1.y = cmp(0.00999999978 < abs(r1.y));
  r1.y = r1.y ? r1.z : r1.w;
  r0.z = r0.z * r1.y + r1.x;
  r0.z = r0.z * r0.w;
  r0.z = exp2(-r0.z);
  r0.z = min(1, r0.z);
  r0.z = max(cb2[2].w, r0.z);
  r0.w = cmp(0 < cb2[3].w);
  r0.y = r0.y ? r0.w : 0;
  r1.w = r0.y ? 1 : r0.z;
  r0.y = 1 + -r1.w;
  r0.yzw = cb2[2].xyz * r0.yyy;
  r2.x = t1.Sample(s1_s, v0.xy).x;
  r0.yzw = r2.xxx * r0.yzw;
  r1.xyz = cb1[129].yyy * r0.yzw;
  r0.y = cmp(0 < cb0[0].x);
  r0.x = r0.x ? r0.y : 0;
  o0.xyzw = r0.xxxx ? float4(0,0,0,1) : r1.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Tue Mar 24 22:34:59 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// SV_POSITION              0   xyzw        2      POS   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[1], immediateIndexed
dcl_constantbuffer CB1[130], immediateIndexed
dcl_constantbuffer CB2[4], 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 linear v0.xy
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 3
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.y, r0.x, cb1[61].z, -cb1[61].w
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mad r0.z, r0.x, cb1[61].x, cb1[61].y
eq r0.x, r0.x, l(0.000000)
add r0.y, r0.y, r0.z
min r0.z, cb1[63].z, cb2[0].z
add r0.w, -r0.z, cb1[63].z
mad r1.w, v1.z, r0.y, r0.w
mul r1.xy, r0.yyyy, v1.xyxx
dp3 r0.y, r1.xywx, r1.xywx
rsq r0.w, r0.y
mul r0.y, r0.w, r0.y
max r1.x, cb2[0].w, l(0.000000)
mul r1.y, r0.w, r1.x
mad r0.w, -r1.x, r0.w, l(1.000000)
lt r1.x, l(0.000000), r1.x
mul r0.w, r0.y, r0.w
movc r0.w, r1.x, r0.w, r0.y
lt r0.y, cb2[3].w, r0.y
mad r1.z, -r1.y, r1.w, r1.w
mad r0.z, r1.y, r1.w, r0.z
movc r1.y, r1.x, r1.z, r1.w
mul r1.z, r1.y, cb2[1].y
mul r1.y, r1.y, cb2[0].y
max r1.yz, r1.yyzy, l(0.000000, -127.000000, -127.000000, 0.000000)
exp r1.w, -r1.z
add r1.w, -r1.w, l(1.000000)
div r1.w, r1.w, r1.z
mad r2.x, -r1.z, l(0.240226507), l(0.693147182)
lt r1.z, l(0.010000), |r1.z|
movc r1.z, r1.z, r1.w, r2.x
add r1.w, r0.z, -cb2[1].w
add r0.z, r0.z, -cb2[3].y
mul r0.z, r0.z, cb2[0].y
max r0.z, r0.z, l(-127.000000)
exp r0.z, -r0.z
mul r0.z, r0.z, cb2[3].x
movc r0.z, r1.x, r0.z, cb2[0].x
mul r1.w, r1.w, cb2[1].y
max r1.w, r1.w, l(-127.000000)
exp r1.w, -r1.w
mul r1.w, r1.w, cb2[1].z
movc r1.x, r1.x, r1.w, cb2[1].x
mul r1.x, r1.z, r1.x
exp r1.z, -r1.y
add r1.z, -r1.z, l(1.000000)
div r1.z, r1.z, r1.y
mad r1.w, -r1.y, l(0.240226507), l(0.693147182)
lt r1.y, l(0.010000), |r1.y|
movc r1.y, r1.y, r1.z, r1.w
mad r0.z, r0.z, r1.y, r1.x
mul r0.z, r0.w, r0.z
exp r0.z, -r0.z
min r0.z, r0.z, l(1.000000)
max r0.z, r0.z, cb2[2].w
lt r0.w, l(0.000000), cb2[3].w
and r0.y, r0.y, r0.w
movc r1.w, r0.y, l(1.000000), r0.z
add r0.y, -r1.w, l(1.000000)
mul r0.yzw, r0.yyyy, cb2[2].xxyz
sample_indexable(texture2d)(float,float,float,float) r2.x, v0.xyxx, t1.xyzw, s1
mul r0.yzw, r0.yyzw, r2.xxxx
mul r1.xyz, r0.yzwy, cb1[129].yyyy
lt r0.y, l(0.000000), cb0[0].x
and r0.x, r0.x, r0.y
movc o0.xyzw, r0.xxxx, l(0,0,0,1.000000), r1.xyzw
ret
// Approximately 0 instruction slots used

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