//Radial blur. Screen distortion during first Liquid scene.
// ---- Created with 3Dmigoto v0.6.163 on Thu Sep  3 23:19:54 2026
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[9];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = cmp(float2(0,0) < cb0[0].xy);
  r0.zw = cmp(cb0[0].xy < float2(0,0));
  r0.xy = (int2)-r0.xy + (int2)r0.zw;
  r0.xy = (int2)r0.xy;
  r0.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
  r0.zw = float2(1,1) + -r0.xy;
  r1.xy = v0.xy / cb0[0].zw;
  
  r1.x-=stereo.x*0.5;
  
  r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
  r1.zw = cb0[0].xy * r1.yx;
  r1.zw = float2(0.50265485,0.628318548) * r1.zw;
  r1.zw = cos(r1.zw);
  r2.xy = float2(1,1) + -r1.zw;
  r2.xy = r2.xy * r1.xy;
  r2.xy = -r2.xy * cb0[8].xx + v2.xy;
  r0.zw = r2.xy * r0.zw;
  r2.xy = float2(0.50265485,0.628318548) * cb0[0].xy;
  r2.xy = cos(r2.xy);
  r1.zw = -r2.xy + r1.zw;
  r1.xy = r1.zw * r1.xy;
  r1.xy = -r1.xy * cb0[8].xx + v2.xy;
  r0.xy = r0.xy * r1.xy + r0.zw;
  r0.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.w = 1;
  o0.xyzw = v1.xyzw * r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Thu Sep  3 23:19:54 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// 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[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 3
lt r0.xy, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[0].xyxx
lt r0.zw, cb0[0].xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
iadd r0.xy, -r0.xyxx, r0.zwzz
itof r0.xy, r0.xyxx
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
add r0.zw, -r0.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000)
div r1.xy, v0.xyxx, cb0[0].zwzz
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r1.zw, r1.yyyx, cb0[0].xxxy
mul r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.502654850, 0.628318548)
sincos null, r1.zw, r1.zzzw
add r2.xy, -r1.zwzz, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r2.xy, r1.xyxx, r2.xyxx
mad r2.xy, -r2.xyxx, cb0[8].xxxx, v2.xyxx
mul r0.zw, r0.zzzw, r2.xxxy
mul r2.xy, cb0[0].xyxx, l(0.502654850, 0.628318548, 0.000000, 0.000000)
sincos null, r2.xy, r2.xyxx
add r1.zw, r1.zzzw, -r2.xxxy
mul r1.xy, r1.xyxx, r1.zwzz
mad r1.xy, -r1.xyxx, cb0[8].xxxx, v2.xyxx
mad r0.xy, r0.xyxx, r1.xyxx, r0.zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mov r0.w, l(1.000000)
mul o0.xyzw, r0.xyzw, v1.xyzw
ret
// Approximately 0 instruction slots used

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