//Underwater heatwave PS 1. Act 4 ship cutscene near the end.
// ---- Created with 3Dmigoto v0.6.163 on Sat Sep 12 17:13:20 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[2];
}




// 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,r3,r12;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  r12.xy = v2.xy;
  r12.x-=stereo.x*0.5;
  
  r0.xyzw = cb0[0].xyzw + r12.xyxy;
  r0.zw = t1.Sample(s1_s, r0.zw).yw;
  r0.xy = t1.Sample(s1_s, r0.xy).yw;
  r0.xy = float2(-0.5,-0.5) + r0.yx;
  r1.xy = r0.xy + r0.xy;
  r0.xy = float2(-0.5,-0.5) + r0.wz;
  r0.xy = r0.xy + r0.xy;
  r0.w = -r0.x * r0.x + 1;
  r0.y = -r0.y * r0.y + r0.w;
  r0.y = max(0, r0.y);
  r0.w = rsqrt(r0.y);
  r0.w = r0.y * r0.w;
  r0.y = cmp(0 < r0.y);
  r0.z = r0.y ? r0.w : 0;
  r0.y = -r1.x * r1.x + 1;
  r0.y = -r1.y * r1.y + r0.y;
  r0.y = max(0, r0.y);
  r0.w = rsqrt(r0.y);
  r0.w = r0.y * r0.w;
  r0.y = cmp(0 < r0.y);
  r1.z = r0.y ? r0.w : 0;
  r0.xy = -r1.xz + r0.xz;
  r0.xy = r0.xy * float2(0.5,0.5) + r1.xz;
  r0.zw = v2.xy * float2(2,2) + float2(-1,-1);
  r0.xy = r0.xy * cb0[1].xy + r0.zw;
  r0.xy = float2(1,1) + r0.xy;
  r0.xy = saturate(float2(0.5,0.5) * r0.xy);
  r1.xyzw = cb0[1].zwzw * float4(-0.0009765625,0.0009765625,0.0029296875,0.0009765625) + r0.xyxy;
  r2.xyz = t0.Sample(s0_s, r1.xy).xyz;
  r1.xyz = t0.Sample(s0_s, r1.zw).xyz;
  r3.xyzw = t0.Sample(s0_s, r0.xy).xyzw;
  r0.xyzw = cb0[1].zwzw * float4(0.001953125,0.0029296875,0.001953125,-0.0009765625) + r0.xyxy;
  r2.xyz = r3.xyz + r2.xyz;
  r1.xyz = r2.xyz * float3(0.5,0.5,0.5) + r1.xyz;
  r2.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.xyz = t0.Sample(s0_s, r0.zw).xyz;
  r1.xyz = r1.xyz * float3(0.5,0.5,0.5) + r2.xyz;
  r0.xyz = r1.xyz * float3(0.5,0.5,0.5) + r0.xyz;
  r3.xyz = v1.xyz * r0.xyz;
  r0.x = 0.5;
  r0.w = v1.w;
  o0.xyzw = r3.xyzw * r0.xxxw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Sat Sep 12 17:13:20 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   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[2], 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.xyzw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 4
add r0.xyzw, v2.xyxy, cb0[0].xyzw
sample_indexable(texture2d)(float,float,float,float) r0.zw, r0.zwzz, t1.xzyw, s1
sample_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t1.ywxz, s1
add r0.xy, r0.yxyy, l(-0.500000, -0.500000, 0.000000, 0.000000)
add r1.xy, r0.xyxx, r0.xyxx
add r0.xy, r0.wzww, l(-0.500000, -0.500000, 0.000000, 0.000000)
add r0.xy, r0.xyxx, r0.xyxx
mad r0.w, -r0.x, r0.x, l(1.000000)
mad r0.y, -r0.y, r0.y, r0.w
max r0.y, r0.y, l(0.000000)
rsq r0.w, r0.y
mul r0.w, r0.w, r0.y
lt r0.y, l(0.000000), r0.y
and r0.z, r0.w, r0.y
mad r0.y, -r1.x, r1.x, l(1.000000)
mad r0.y, -r1.y, r1.y, r0.y
max r0.y, r0.y, l(0.000000)
rsq r0.w, r0.y
mul r0.w, r0.w, r0.y
lt r0.y, l(0.000000), r0.y
and r1.z, r0.w, r0.y
add r0.xy, r0.xzxx, -r1.xzxx
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), r1.xzxx
mad r0.zw, v2.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mad r0.xy, r0.xyxx, cb0[1].xyxx, r0.zwzz
add r0.xy, r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mul_sat r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r1.xyzw, cb0[1].zwzw, l(-0.000976562500, 0.000976562500, 0.00292968750, 0.000976562500), r0.xyxy
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.zwzz, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r0.xyxx, t0.xyzw, s0
mad r0.xyzw, cb0[1].zwzw, l(0.00195312500, 0.00292968750, 0.00195312500, -0.000976562500), r0.xyxy
add r2.xyz, r2.xyzx, r3.xyzx
mad r1.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.zwzz, t0.xyzw, s0
mad r1.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r2.xyzx
mad r0.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r0.xyzx
mul r3.xyz, r0.xyzx, v1.xyzx
mov r0.x, l(0.500000)
mov r0.w, v1.w
mul o0.xyzw, r0.xxxw, r3.xyzw
ret
// Approximately 0 instruction slots used

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