//Vignette PS 1.
// ---- Created with geo-11 v0.6.198 on Sat Apr 25 22:35:04 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[29];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  float2 w1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v1.xy * cb0[28].xy + cb0[28].zw;
  r0.x = t0.Sample(s0_s, r0.xy).w;
  r0.x = r0.x * 2 + -1;
  r0.y = 1 + -abs(r0.x);
  r0.x = saturate(r0.x * 3.40282347e+38 + 0.5);
  r0.x = r0.x * 2 + -1;
  r0.y = sqrt(r0.y);
  r0.y = 1 + -r0.y;
  r0.x = r0.x * r0.y;
  r1.xyzw = t1.Sample(s1_s, w1.xy).xyzw;
  o0.xyz = r0.xxx * float3(0.00392156886,0.00392156886,0.00392156886) + r1.xyz;
  o0.w = r1.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Apr 25 22:35:04 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     zw        1     NONE   float     zw
//
//
// 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[29], 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 v1.zw
dcl_output o0.xyzw
dcl_temps 2
mad r0.xy, v1.xyxx, cb0[28].xyxx, cb0[28].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.wxyz, s0
mad r0.x, r0.x, l(2.000000), l(-1.000000)
add r0.y, -|r0.x|, l(1.000000)
mad_sat r0.x, r0.x, l(340282346638528859811704183484516925440.000000), l(0.500000)
mad r0.x, r0.x, l(2.000000), l(-1.000000)
sqrt r0.y, r0.y
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.y, r0.x
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.zwzz, t1.xyzw, s1
mad o0.xyz, r0.xxxx, l(0.00392156886, 0.00392156886, 0.00392156886, 0.000000), r1.xyzx
mov o0.w, r1.w
ret
// Approximately 0 instruction slots used

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