//Haloing PS 1.
// ---- Created with geo-11 v0.6.198 on Fri Apr 24 23:30:51 2026
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  v1.x+=stereo.x*(v1.w-stereo.y)*0.5;
  
  r0.xy = v1.xy / v1.ww;
  r0.xyzw = t0.Sample(s0_s, r0.xy).xyzw;
  o0.w = r0.x * -cb0[2].w + cb0[2].w;
  o0.xyz = cb0[2].xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Fri Apr 24 23:30:51 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 1   xyzw        1     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[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xyw
dcl_output o0.xyzw
dcl_temps 1
div r0.xy, v1.xyxx, v1.wwww
sample r0.xyzw, r0.xyxx, t0.xyzw, s0
mad o0.w, r0.x, -cb0[2].w, cb0[2].w
mov o0.xyz, cb0[2].xyzx
ret
// Approximately 0 instruction slots used

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