//Haloing PS 5. Last BBS stage.
// ---- Created with geo-11 v0.6.198 on Sat Apr 25 21:24:05 2026
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[11];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : COLOR0,
  float v2 : TEXCOORD0,
  float2 w2 : TEXCOORD1,
  float4 v3 : TEXCOORD3,
  float4 v4 : TEXCOORD4,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  v4.x+=stereo.x*(v4.w-stereo.y)*0.5;
  
  r0.xyzw = t1.Sample(s1_s, w2.xy).xyzw;
  r0.xyz = cb0[6].yzw * r0.xyz;
  r1.xyzw = t0.Sample(s0_s, w2.xy).xyzw;
  r1.xyzw = cb0[5].xyzw * r1.xyzw;
  r2.xy = v4.xy / v4.ww;
  r2.xyzw = t2.Sample(s2_s, r2.xy).xyzw;
  r1.xyz = r1.xyz * v1.xyz + -r2.xyz;
  r0.w = v1.w * r1.w;
  r1.w = -cb0[9].x + v3.z;
  r1.w = saturate(cb0[9].y * r1.w);
  r2.w = saturate(r0.w * r1.w + -cb0[10].z);
  r0.w = r1.w * r0.w;
  o0.w = r0.w;
  r1.xyz = r2.www * r1.xyz + r2.xyz;
  r0.xyz = r0.xyz * r1.www + r1.xyz;
  r0.w = saturate(v2.x);
  o0.xyz = r0.www * r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Apr 25 21:24:05 2026
//
//
// 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   x           2     NONE   float   x
// TEXCOORD                 1    yz         2     NONE   float    yz
// TEXCOORD                 3   xyzw        3     NONE   float     z
// TEXCOORD                 4   xyzw        4     NONE   float   xy w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
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.x
dcl_input_ps linear v2.yz
dcl_input_ps linear v3.z
dcl_input_ps linear v4.xyw
dcl_output o0.xyzw
dcl_temps 3
sample r0.xyzw, v2.yzyy, t1.xyzw, s1
mul r0.xyz, r0.xyzx, cb0[6].yzwy
sample r1.xyzw, v2.yzyy, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, cb0[5].xyzw
div r2.xy, v4.xyxx, v4.wwww
sample r2.xyzw, r2.xyxx, t2.xyzw, s2
mad r1.xyz, r1.xyzx, v1.xyzx, -r2.xyzx
mul r0.w, r1.w, v1.w
add r1.w, v3.z, -cb0[9].x
mul_sat r1.w, r1.w, cb0[9].y
mad_sat r2.w, r0.w, r1.w, -cb0[10].z
mul r0.w, r0.w, r1.w
mov o0.w, r0.w
mad r1.xyz, r2.wwww, r1.xyzx, r2.xyzx
mad r0.xyz, r0.xyzx, r1.wwww, r1.xyzx
mov_sat r0.w, v2.x
mul o0.xyz, r0.xyzx, r0.wwww
ret
// Approximately 0 instruction slots used

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