//Radial blur PS. Distortion effect in first Liquid cutscene. A bit like light shafts.
// ---- Created with 3Dmigoto v0.6.163 on Thu Sep  3 23:13:42 2026
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[5];
}




// 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);
  
  v2.x-=stereo.x*0.5;
  
  r0.x = 1 + -v2.x;
  r0.y = -v2.y + r0.x;
  r0.x = -v2.x + v2.y;
  r0.zw = cb0[0].yy * r0.xy;
  r1.xy = v2.xy * float2(2,2) + float2(-1,-1);
  r0.zw = r0.zw * float2(0.5,0.5) + r1.xy;
  r0.xy = r0.xy * cb0[0].yy + r1.xy;
  r0.xy = r0.xy * cb0[1].wz + float2(1,1);
  
  r0.x+=stereo.x;
  
  r0.xy = r0.xy * float2(0.5,0.5) + cb0[1].xy;
  r1.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.xy = r0.zw * cb0[2].wz + float2(1,1);
  
  r0.x+=stereo.x;
  
  r0.xy = r0.xy * float2(0.5,0.5) + cb0[2].xy;
  r0.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.xyz = float3(0.5,0.5,0.5) * r0.xyz;
  r0.xyz = r1.xyz * float3(0.5,0.5,0.5) + r0.xyz;
  r1.xyz = cb0[4].xyz * cb0[4].www;
  r2.xyz = cb0[3].xyz * cb0[3].www;
  o0.xyz = r0.xyz * r1.xyz + r2.xyz;
  o0.w = cb0[0].x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Thu Sep  3 23:13:42 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// COLOR                    0   xyzw        1     NONE   float
// 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[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 3
add r0.x, -v2.x, l(1.000000)
add r0.y, r0.x, -v2.y
add r0.x, v2.y, -v2.x
mul r0.zw, r0.xxxy, cb0[0].yyyy
mad r1.xy, v2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000), r1.xxxy
mad r0.xy, r0.xyxx, cb0[0].yyyy, r1.xyxx
mad r0.xy, r0.xyxx, cb0[1].wzww, l(1.000000, 1.000000, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[1].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t0.xyzw, s0
mad r0.xy, r0.zwzz, cb0[2].wzww, l(1.000000, 1.000000, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[2].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mul r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mad r0.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r0.xyzx
mul r1.xyz, cb0[4].wwww, cb0[4].xyzx
mul r2.xyz, cb0[3].wwww, cb0[3].xyzx
mad o0.xyz, r0.xyzx, r1.xyzx, r2.xyzx
mov o0.w, cb0[0].x
ret
// Approximately 0 instruction slots used

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