//Post processing PS. Rain. Fixed in 487140b617c2c7d2-vs_replace.txt
// ---- Created with 3Dmigoto v0.6.163 on Thu Sep 10 23:39:43 2026
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[8];
}




// 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,
  float2 w2 : TEXCOORD1,
  float2 v3 : TEXCOORD2,
  float2 w3 : TEXCOORD3,
  float2 v4 : TEXCOORD4,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  //float4 stereo = StereoParams.Load(0);
  
  //w2.x+=stereo.x*8;
  //v3.x+=stereo.x*8;
  //w3.x+=stereo.x*8;
  
  r0.xyz = t1.Sample(s1_s, w2.xy).xyz;
  r0.xyz = r0.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r0.x = saturate(dot(cb0[7].xyz, r0.xyz));
  r0.yzw = t2.Sample(s2_s, v3.xy).xyz;
  r0.yzw = r0.yzw * float3(2,2,2) + float3(-1,-1,-1);
  r0.y = saturate(dot(cb0[7].xyz, r0.yzw));
  r0.x = r0.x + r0.y;
  r0.yzw = t3.Sample(s3_s, w3.xy).xyz;
  r0.yzw = r0.yzw * float3(2,2,2) + float3(-1,-1,-1);
  r0.y = saturate(dot(cb0[7].xyz, r0.yzw));
  r0.x = r0.x + r0.y;
  r0.x = 0.333333343 * r0.x;
  r0.x = r0.x * r0.x;
  r0.yzw = t0.Sample(s0_s, v2.xy).xyz;
  r1.x = dot(r0.yzw, float3(0.300000012,0.589999974,0.109999999));
  r1.y = -cb0[5].w + r1.x;
  r1.x = saturate(r1.y / r1.x);
  r1.xyz = r1.xxx * r0.yzw;
  r1.xyz = r1.xyz * r0.xxx;
  r0.xyz = r1.xyz * cb0[5].xxx + r0.yzw;
  o0.xyz = v1.xyz * r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Thu Sep 10 23:39:43 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// COLOR                    0   xyzw        1     NONE   float   xyz
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1     zw        2     NONE   float     zw
// TEXCOORD                 2   xy          3     NONE   float   xy
// TEXCOORD                 3     zw        3     NONE   float     zw
// TEXCOORD                 4   xy          4     NONE   float
//
//
// 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[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_resource_texture2d (float,float,float,float) t3
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xy
dcl_input_ps linear v2.zw
dcl_input_ps linear v3.xy
dcl_input_ps linear v3.zw
dcl_output o0.xyzw
dcl_temps 2
sample_indexable(texture2d)(float,float,float,float) r0.xyz, v2.zwzz, t1.xyzw, s1
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3_sat r0.x, cb0[7].xyzx, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.yzw, v3.xyxx, t2.wxyz, s2
mad r0.yzw, r0.yyzw, l(0.000000, 2.000000, 2.000000, 2.000000), l(0.000000, -1.000000, -1.000000, -1.000000)
dp3_sat r0.y, cb0[7].xyzx, r0.yzwy
add r0.x, r0.y, r0.x
sample_indexable(texture2d)(float,float,float,float) r0.yzw, v3.zwzz, t3.wxyz, s3
mad r0.yzw, r0.yyzw, l(0.000000, 2.000000, 2.000000, 2.000000), l(0.000000, -1.000000, -1.000000, -1.000000)
dp3_sat r0.y, cb0[7].xyzx, r0.yzwy
add r0.x, r0.y, r0.x
mul r0.x, r0.x, l(0.333333343)
mul r0.x, r0.x, r0.x
sample_indexable(texture2d)(float,float,float,float) r0.yzw, v2.xyxx, t0.wxyz, s0
dp3 r1.x, r0.yzwy, l(0.300000, 0.590000, 0.110000, 0.000000)
add r1.y, r1.x, -cb0[5].w
div_sat r1.x, r1.y, r1.x
mul r1.xyz, r0.yzwy, r1.xxxx
mul r1.xyz, r0.xxxx, r1.xyzx
mad r0.xyz, r1.xyzx, cb0[5].xxxx, r0.yzwy
mul o0.xyz, r0.xyzx, v1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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