//Radial blur PS 1. End of act 4 when Liquid's ship is bombed.
// ---- Created with 3Dmigoto v0.6.163 on Sat Sep 12 17:03:00 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[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,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v2.xy * float2(2,2) + float2(-1,-1);
  r0.zw = -cb0[1].xy + r0.xy;
  
  r0.z-=stereo.x;
  
  r1.x = dot(r0.zw, r0.zw);
  r1.y = sqrt(r1.x);
  r1.x = rsqrt(r1.x);
  r0.zw = r1.xx * r0.zw;
  r1.x = min(abs(r0.w), abs(r0.z));
  r1.z = max(abs(r0.w), abs(r0.z));
  r1.z = 1 / r1.z;
  r1.x = r1.x * r1.z;
  r1.z = r1.x * r1.x;
  r1.w = r1.z * 0.0208350997 + -0.0851330012;
  r1.w = r1.z * r1.w + 0.180141002;
  r1.w = r1.z * r1.w + -0.330299497;
  r1.z = r1.z * r1.w + 0.999866009;
  r1.w = r1.x * r1.z;
  r2.x = cmp(abs(r0.z) < abs(r0.w));
  r1.w = r1.w * -2 + 1.57079637;
  r1.w = r2.x ? r1.w : 0;
  r1.x = r1.x * r1.z + r1.w;
  r1.z = cmp(r0.z < -r0.z);
  r1.z = r1.z ? -3.141593 : 0;
  r1.x = r1.x + r1.z;
  r1.z = min(r0.w, r0.z);
  r1.w = max(r0.w, r0.z);
  r1.z = cmp(r1.z < -r1.z);
  r1.w = cmp(r1.w >= -r1.w);
  r1.z = r1.w ? r1.z : 0;
  r1.x = r1.z ? -r1.x : r1.x;
  r1.x = 3.14159203 + r1.x;
  r1.x = cb0[8].x * r1.x;
  r2.x = 0.159153998 * r1.x;
  r2.y = 0;
  r1.x = t1.Sample(s1_s, r2.xy).x;
  r1.z = min(1, r1.y);
  r1.x = r1.x + r1.z;
  r1.x = min(1, r1.x);
  r0.zw = r1.xx * r0.zw;
  r0.zw = cb0[0].xy * r0.zw;
  r0.zw = float2(-16,-16) * r0.zw;
  r1.xzw = float3(0,0,0);
  r2.xyzw = r0.xyzw;
  r3.x = 0;
  while (true) {
    r3.y = cmp((int)r3.x >= 4);
    if (r3.y != 0) break;
    r2.xy = r2.xy + r2.zw;
    r3.yz = float2(1,1) + r2.xy;
    r3.yz = float2(0.5,0.5) * r3.yz;
    r3.yzw = t0.Sample(s0_s, r3.yz).xyz;
    r1.xzw = r3.yzw + r1.xzw;
    r2.zw = float2(0.800000012,0.800000012) * r2.zw;
    r3.x = (int)r3.x + 1;
  }
  r0.x = 3.33333325 * r1.y;
  r0.x = min(1, r0.x);
  r0.y = r0.x * -2 + 3;
  r0.x = r0.x * r0.x;
  r0.w = r0.y * r0.x;
  r0.xyz = v1.xyz * r1.xzw;
  r1.x = 0.25;
  r1.w = v1.w;
  o0.xyzw = r1.xxxw * r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Sat Sep 12 17:03:00 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[9], 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
mad r0.xy, v2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
add r0.zw, r0.xxxy, -cb0[1].xxxy
dp2 r1.x, r0.zwzz, r0.zwzz
sqrt r1.y, r1.x
rsq r1.x, r1.x
mul r0.zw, r0.zzzw, r1.xxxx
min r1.x, |r0.z|, |r0.w|
max r1.z, |r0.z|, |r0.w|
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
mul r1.x, r1.z, r1.x
mul r1.z, r1.x, r1.x
mad r1.w, r1.z, l(0.0208350997), l(-0.085133)
mad r1.w, r1.z, r1.w, l(0.180141)
mad r1.w, r1.z, r1.w, l(-0.330299497)
mad r1.z, r1.z, r1.w, l(0.999866)
mul r1.w, r1.z, r1.x
lt r2.x, |r0.z|, |r0.w|
mad r1.w, r1.w, l(-2.000000), l(1.57079637)
and r1.w, r2.x, r1.w
mad r1.x, r1.x, r1.z, r1.w
lt r1.z, r0.z, -r0.z
and r1.z, r1.z, l(0xc0490fdb)
add r1.x, r1.z, r1.x
min r1.z, r0.z, r0.w
max r1.w, r0.z, r0.w
lt r1.z, r1.z, -r1.z
ge r1.w, r1.w, -r1.w
and r1.z, r1.w, r1.z
movc r1.x, r1.z, -r1.x, r1.x
add r1.x, r1.x, l(3.141592)
mul r1.x, r1.x, cb0[8].x
mul r2.x, r1.x, l(0.159154)
mov r2.y, l(0)
sample_indexable(texture2d)(float,float,float,float) r1.x, r2.xyxx, t1.xyzw, s1
min r1.z, r1.y, l(1.000000)
add r1.x, r1.z, r1.x
min r1.x, r1.x, l(1.000000)
mul r0.zw, r0.zzzw, r1.xxxx
mul r0.zw, r0.zzzw, cb0[0].xxxy
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, -16.000000, -16.000000)
mov r1.xzw, l(0,0,0,0)
mov r2.xyzw, r0.xyzw
mov r3.x, l(0)
loop
  ige r3.y, r3.x, l(4)
  breakc_nz r3.y
  add r2.xy, r2.zwzz, r2.xyxx
  add r3.yz, r2.xxyx, l(0.000000, 1.000000, 1.000000, 0.000000)
  mul r3.yz, r3.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
  sample_indexable(texture2d)(float,float,float,float) r3.yzw, r3.yzyy, t0.wxyz, s0
  add r1.xzw, r1.xxzw, r3.yyzw
  mul r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.800000, 0.800000)
  iadd r3.x, r3.x, l(1)
endloop
mul r0.x, r1.y, l(3.33333325)
min r0.x, r0.x, l(1.000000)
mad r0.y, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mul r0.w, r0.x, r0.y
mul r0.xyz, r1.xzwx, v1.xyzx
mov r1.x, l(0.250000)
mov r1.w, v1.w
mul o0.xyzw, r0.xyzw, r1.xxxw
ret
// Approximately 0 instruction slots used

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