//Rain on screen VS 1.
// ---- Created with 3Dmigoto v0.6.163 on Sat Sep 12 12:18:17 2026
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 : COLOR0,
  int4 v1 : POSITION0,
  int4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD1,
  float4 v4 : TEXCOORD2,
  float4 v5 : TEXCOORD4,
  float4 v6 : TEXCOORD5,
  float4 v7 : TEXCOORD7,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float2 o2 : TEXCOORD0,
  out float2 p2 : TEXCOORD1)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  r0.xy = (int2)v1.xy;
  r0.xy = v3.xy * r0.xy;
  r0.yzw = v6.xyz * r0.yyy;
  r0.xyz = r0.xxx * v5.xyz + r0.yzw;
  o0.xyz = v7.xyz + r0.xyz;
  o0.w = 1;
  
  if (iniparams3.w==22 && iniparams10.z==1) {
    o0 = 0;
  }
  
  o1.xyzw = v4.xyzw * v0.wzyx;
  r0.xy = (int2)v2.xy;
  r0.xy = v3.zw * r0.xy;
  o2.xy = r0.xy * cb0[0].xy + cb0[0].zw;
  p2.xy = r0.xy * cb0[1].xy + cb0[1].zw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Sat Sep 12 12:18:17 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// POSITION                 0   xyzw        1     NONE     int   xy
// TEXCOORD                 0   xy          2     NONE     int   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   xyz
// TEXCOORD                 7   xyzw        7     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1     zw        2     NONE   float     zw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[2], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_input v5.xyz
dcl_input v6.xyz
dcl_input v7.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o2.zw
dcl_temps 1
itof r0.xy, v1.xyxx
mul r0.xy, r0.xyxx, v3.xyxx
mul r0.yzw, r0.yyyy, v6.xxyz
mad r0.xyz, r0.xxxx, v5.xyzx, r0.yzwy
add o0.xyz, r0.xyzx, v7.xyzx
mov o0.w, l(1.000000)
mul o1.xyzw, v0.wzyx, v4.xyzw
itof r0.xy, v2.xyxx
mul r0.xy, r0.xyxx, v3.zwzz
mad o2.xy, r0.xyxx, cb0[0].xyxx, cb0[0].zwzz
mad o2.zw, r0.xxxy, cb0[1].xxxy, cb0[1].zzzw
ret
// Approximately 0 instruction slots used

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