//Haloing PS 6. The final world.
// ---- Created with geo-11 v0.6.198 on Sat Apr 25 22:50:27 2026
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  float4 v4 : TEXCOORD3,
  float4 v5 : TEXCOORD4,
  float3 v6 : TEXCOORD5,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1,
  out float4 o2 : SV_Target2,
  out float4 o3 : SV_Target3)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  v4.x+=stereo.x*(v4.w-stereo.y)*0.5;
  
  o0.w = 1;
  r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
  r0.xyz = cb0[4].xxx * r0.xyz;
  r0.xyz = cb0[5].xyz * r0.xyz;
  o0.xyz = r0.xyz;
  r0.xyz = v6.xyz * r0.xyz;
  o1.xyzw = float4(0,0,0,0);
  o2.xyz = v2.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
  o2.w = 1;
  r1.xy = v4.xy / v4.ww;
  r1.xyzw = t1.Sample(s1_s, r1.xy).xyzw;
  r1.xyz = cb0[4].yyy * r1.xyz;
  o3.xyz = r1.xyz * r0.www + r0.xyz;
  o3.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Apr 25 22:50:27 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float
// TEXCOORD                 3   xyzw        4     NONE   float   xy w
// TEXCOORD                 4   xyzw        5     NONE   float
// TEXCOORD                 5   xyz         6     NONE   float   xyz
//
//
// 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
// SV_Target                2   xyzw        2   TARGET   float   xyzw
// SV_Target                3   xyzw        3   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[6], 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 v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v4.xyw
dcl_input_ps linear v6.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 2
mov o0.w, l(1.000000)
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mul r0.xyz, r0.xyzx, cb0[4].xxxx
mul r0.xyz, r0.xyzx, cb0[5].xyzx
mov o0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, v6.xyzx
mov o1.xyzw, l(0,0,0,0)
mad o2.xyz, v2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mov o2.w, l(1.000000)
div r1.xy, v4.xyxx, v4.wwww
sample r1.xyzw, r1.xyxx, t1.xyzw, s1
mul r1.xyz, r1.xyzx, cb0[4].yyyy
mad o3.xyz, r1.xyzx, r0.wwww, r0.xyzx
mov o3.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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