//Radial blur PS 2. Final Liquid battle.
// ---- Created with 3Dmigoto v0.6.163 on Sat Sep 12 22:03:42 2026
Texture2D<float4> t0 : register(t0);

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;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v2.xy * float2(2,2) + float2(-1,-1);
  r1.xy = -cb0[1].xy + r0.xy;
  
  r1.x-=stereo.x;
  
  r1.z = 0.75 * r1.y;
  r0.z = dot(r1.xz, r1.xz);
  r0.w = sqrt(r0.z);
  r0.w = 1.66666663 * r0.w;
  r0.w = min(1, r0.w);
  r1.y = r0.w * -2 + 3;
  r0.w = r0.w * r0.w;
  r0.w = r1.y * r0.w;
  r0.z = rsqrt(r0.z);
  r1.xy = r1.xz * r0.zz;
  r1.xy = cb0[0].xy * r1.xy;
  r1.zw = r0.xy;
  r0.z = 0;
  r2.xyzw = float4(0,0,0,0);
  while (true) {
    r3.x = cmp((int)r2.w >= 8);
    if (r3.x != 0) break;
    r1.zw = r1.xy * float2(-4,-4) + r1.zw;
    r3.xy = float2(1,1) + r1.zw;
    r3.xy = saturate(float2(0.5,0.5) * r3.xy);
    r3.xyzw = t0.Sample(s0_s, r3.xy).xyzw;
    r0.z = r3.w + r0.z;
    r2.xyz = r3.xyz * r3.www + r2.xyz;
    r2.w = (int)r2.w + 1;
  }
  r0.x = cmp(r0.z != 0.000000);
  r0.y = 1 / r0.z;
  r0.z = r0.z * r0.w;
  r1.xyz = r2.xyz * r0.yyy;
  r1.w = 0.125 * r0.z;
  r0.xyzw = r0.xxxx ? r1.xyzw : 0;
  o0.xyzw = v1.xyzw * r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Sat Sep 12 22:03:42 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_resource_texture2d (float,float,float,float) t0
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 r1.xy, r0.xyxx, -cb0[1].xyxx
mul r1.z, r1.y, l(0.750000)
dp2 r0.z, r1.xzxx, r1.xzxx
sqrt r0.w, r0.z
mul r0.w, r0.w, l(1.66666663)
min r0.w, r0.w, l(1.000000)
mad r1.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.y
rsq r0.z, r0.z
mul r1.xy, r0.zzzz, r1.xzxx
mul r1.xy, r1.xyxx, cb0[0].xyxx
mov r1.zw, r0.xxxy
mov r0.z, l(0)
mov r2.xyzw, l(0,0,0,0)
loop
  ige r3.x, r2.w, l(8)
  breakc_nz r3.x
  mad r1.zw, r1.xxxy, l(0.000000, 0.000000, -4.000000, -4.000000), r1.zzzw
  add r3.xy, r1.zwzz, l(1.000000, 1.000000, 0.000000, 0.000000)
  mul_sat r3.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
  sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r3.xyxx, t0.xyzw, s0
  add r0.z, r0.z, r3.w
  mad r2.xyz, r3.xyzx, r3.wwww, r2.xyzx
  iadd r2.w, r2.w, l(1)
endloop
ne r0.x, r0.z, l(0.000000)
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mul r0.z, r0.w, r0.z
mul r1.xyz, r0.yyyy, r2.xyzx
mul r1.w, r0.z, l(0.125000)
and r0.xyzw, r0.xxxx, r1.xyzw
mul o0.xyzw, r0.xyzw, v1.xyzw
ret
// Approximately 0 instruction slots used

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