//Color filter PS 3. Title screen. Vignette.
// ---- Created with 3Dmigoto v0.6.163 on Thu Sep  3 18:54:19 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[9];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : COLOR0,
  float4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD1,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams10 = IniParams.Load(int2(10,0));
  float4 iniparams11 = IniParams.Load(int2(11,0));
  if (iniparams10.w==1) {
    discard;
  }
  
  r0.xy = float2(16,9) / cb0[8].xy;
  r0.xy = v0.xy * r0.xy;
  r0.xy = r0.xy * float2(0.5,0.5) + cb0[4].xy;
  r0.x = t1.Sample(s1_s, r0.xy).x;
  r0.x = cb0[4].w * r0.x;
  r0.yzw = t0.Sample(s0_s, v2.xy).xyz;
  r1.x = t2.Sample(s2_s, r0.yx).x;
  r1.y = t2.Sample(s2_s, r0.zx).x;
  r1.z = t2.Sample(s2_s, r0.wx).x;
  
  //Modded color.
  if (iniparams11.w==1) {
    r0.x = dot(r1.xyz, float3(0.589999974,0.300000012,0.109999999));
    r0.xyz = r0.xxx + -r1.xyz;
    r0.xyz = cb0[0].www * 0.5 * r0.xyz + r1.xyz;
  } else if (iniparams11.w==2) {
    r0.x = dot(r1.xyz, float3(0.589999974,0.300000012,0.109999999));
    r0.xyz = r0.xxx + -r1.xyz;
    r0.xyz = cb0[0].www * 0.333333 * r0.xyz + r1.xyz;
  } else if (iniparams11.w==3) {
    r0.x = dot(r1.xyz, float3(0.589999974,0.300000012,0.109999999));
    r0.xyz = r0.xxx + -r1.xyz;
    r0.xyz = cb0[0].www * 0.0 * r0.xyz + r1.xyz;
  } else {
    r0.x = dot(r1.xyz, float3(0.589999974,0.300000012,0.109999999));
    r0.xyz = r0.xxx + -r1.xyz;
    r0.xyz = cb0[0].www * r0.xyz + r1.xyz;
  }
  r0.xyz = r0.xyz * cb0[0].xyz + float3(-0.5,-0.5,-0.5);
  r0.w = 0.5 + cb0[1].y;
  r0.xyz = r0.xyz * cb0[1].xxx + r0.www;
  r0.xyz = max(cb0[2].xyz, r0.xyz);
  r0.xyz = min(cb0[3].xyz, r0.xyz);
  
  v3.x-=stereo.x;
  
  r0.w = dot(v3.xy, v3.xy);
  r1.x = rsqrt(r0.w);
  r0.w = r1.x * r0.w;
  
  //Vignette toggle.
  if (iniparams11.z==1) {
    r0.w = 0.0;
  }
  
  r0.w = saturate(r0.w * cb0[6].x + cb0[6].y);
  r0.w = log2(r0.w);
  r0.w = 1.39999998 * r0.w;
  r0.w = exp2(r0.w);
  r0.w = 1 + -r0.w;
  r1.xyz = r0.xyz * r0.www;
  r0.xyz = -r0.xyz * r0.www + cb0[5].xyz;
  o0.xyz = cb0[5].www * r0.xyz + r1.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Thu Sep  3 18:54:19 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// COLOR                    0   xyzw        1     NONE   float
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     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_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_siv linear noperspective v0.xy, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xy
dcl_output o0.xyzw
dcl_temps 2
div r0.xy, l(16.000000, 9.000000, 0.000000, 0.000000), cb0[8].xyxx
mul r0.xy, r0.xyxx, v0.xyxx
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1
mul r0.x, r0.x, cb0[4].w
sample_indexable(texture2d)(float,float,float,float) r0.yzw, v2.xyxx, t0.wxyz, s0
sample_indexable(texture2d)(float,float,float,float) r1.x, r0.yxyy, t2.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r1.y, r0.zxzz, t2.yxzw, s2
sample_indexable(texture2d)(float,float,float,float) r1.z, r0.wxww, t2.yzxw, s2
dp3 r0.x, r1.xyzx, l(0.590000, 0.300000, 0.110000, 0.000000)
add r0.xyz, -r1.xyzx, r0.xxxx
mad r0.xyz, cb0[0].wwww, r0.xyzx, r1.xyzx
mad r0.xyz, r0.xyzx, cb0[0].xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
add r0.w, cb0[1].y, l(0.500000)
mad r0.xyz, r0.xyzx, cb0[1].xxxx, r0.wwww
max r0.xyz, r0.xyzx, cb0[2].xyzx
min r0.xyz, r0.xyzx, cb0[3].xyzx
dp2 r0.w, v3.xyxx, v3.xyxx
rsq r1.x, r0.w
mul r0.w, r0.w, r1.x
mad_sat r0.w, r0.w, cb0[6].x, cb0[6].y
log r0.w, r0.w
mul r0.w, r0.w, l(1.400000)
exp r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
mul r1.xyz, r0.wwww, r0.xyzx
mad r0.xyz, -r0.xyzx, r0.wwww, cb0[5].xyzx
mad o0.xyz, cb0[5].wwww, r0.xyzx, r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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