//Motion blur PS 1.
// ---- Created with 3Dmigoto v0.6.163 on Tue Sep  8 11:47:59 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[10];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 prev = StereoParams.Load(int3(2,0,0));
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  if (iniparams10.y==1) {
    discard;
  }
  
  r0.xy = max(float2(0,0), v1.xy);
  r0.xy = min(cb0[8].zw, r0.xy);
  r0.z = t1.Sample(s1_s, r0.xy).x;
  r0.w = -cb0[5].x + r0.z;
  r0.w = saturate(cb0[5].y * r0.w);
  r1.xy = r0.xy * float2(2,2) + float2(-1,-1);
  r1.xy = r1.xy * r0.zz;
  r1.z = cb0[4].x * r0.z + cb0[4].y;
  r2.xyzw = cb0[1].xyzw * r1.yyyy;
  r2.xyzw = r1.xxxx * cb0[0].xyzw + r2.xyzw;
  r2.xyzw = r1.zzzz * cb0[2].xyzw + r2.xyzw;
  r2.xyzw = r0.zzzz * cb0[3].xyzw + r2.xyzw;
  r1.z = r2.z / r2.w;
  r1.w = cmp(r1.z >= 0);
  r1.z = cmp(r1.z < 0.5);
  r1.z = r1.z ? r1.w : 0;
  r1.w = max(0.00100000005, r2.w);
  
  r2.x+=prev.x*(r1.w-prev.y);
  
  r2.xy = r2.xy / r1.ww;
  
  r1.x+=stereo.x*(r0.z-stereo.y);
  
  r1.xy = r1.xy / r0.zz;
  r1.xy = r2.xy + -r1.xy;
  r0.z = 0.5 * cb0[4].z;
  r1.xy = r1.xy * r0.zz;
  r1.xy = r1.zz ? r1.xy : 0;
  r1.zw = float2(1.77777779,1) * r1.xy;
  r0.z = dot(r1.zw, r1.zw);
  r0.z = sqrt(r0.z);
  r1.z = min(cb0[5].z, r0.z);
  r1.w = cmp(0 < r0.z);
  r1.z = r1.z / r0.z;
  r1.z = r1.w ? r1.z : 1;
  r1.xy = r1.xy * r1.zz;
  r1.xy = cb0[9].xx * r1.xy;
  r2.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r1.xy = float2(0.25,0.25) * r1.xy;
  r3.xyz = r2.xyz;
  r1.zw = float2(1,1.40129846e-45);
  while (true) {
    r2.w = cmp((int)r1.w >= 4);
    if (r2.w != 0) break;
    r2.w = (int)r1.w;
    r4.xy = r1.xy * r2.ww + r0.xy;
    r4.xy = max(float2(0,0), r4.xy);
    r4.xy = min(cb0[8].zw, r4.xy);
    r2.w = t1.Sample(s1_s, r4.xy).x;
    r2.w = -cb0[5].x + r2.w;
    r2.w = saturate(cb0[5].y * r2.w);
    r4.xyz = t0.Sample(s0_s, r4.xy).xyz;
    r3.xyz = r2.www * r4.xyz + r3.xyz;
    r1.z = r2.w + r1.z;
    r1.w = (int)r1.w + 1;
  }
  o0.xyz = r3.xyz / r1.zzz;
  r0.x = saturate(cb0[4].w * r0.z);
  o0.w = r0.x * r0.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Tue Sep  8 11:47:59 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     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[10], 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.xy
dcl_output o0.xyzw
dcl_temps 5
max r0.xy, v1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r0.xy, r0.xyxx, cb0[8].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t1.yzxw, s1
add r0.w, r0.z, -cb0[5].x
mul_sat r0.w, r0.w, cb0[5].y
mad r1.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r1.xy, r0.zzzz, r1.xyxx
mad r1.z, cb0[4].x, r0.z, cb0[4].y
mul r2.xyzw, r1.yyyy, cb0[1].xyzw
mad r2.xyzw, r1.xxxx, cb0[0].xyzw, r2.xyzw
mad r2.xyzw, r1.zzzz, cb0[2].xyzw, r2.xyzw
mad r2.xyzw, r0.zzzz, cb0[3].xyzw, r2.xyzw
div r1.z, r2.z, r2.w
ge r1.w, r1.z, l(0.000000)
lt r1.z, r1.z, l(0.500000)
and r1.z, r1.z, r1.w
max r1.w, r2.w, l(0.001000)
div r2.xy, r2.xyxx, r1.wwww
div r1.xy, r1.xyxx, r0.zzzz
add r1.xy, -r1.xyxx, r2.xyxx
mul r0.z, cb0[4].z, l(0.500000)
mul r1.xy, r0.zzzz, r1.xyxx
and r1.xy, r1.xyxx, r1.zzzz
mul r1.zw, r1.xxxy, l(0.000000, 0.000000, 1.77777779, 1.000000)
dp2 r0.z, r1.zwzz, r1.zwzz
sqrt r0.z, r0.z
min r1.z, r0.z, cb0[5].z
lt r1.w, l(0.000000), r0.z
div r1.z, r1.z, r0.z
movc r1.z, r1.w, r1.z, l(1.000000)
mul r1.xy, r1.zzzz, r1.xyxx
mul r1.xy, r1.xyxx, cb0[9].xxxx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
mul r1.xy, r1.xyxx, l(0.250000, 0.250000, 0.000000, 0.000000)
mov r3.xyz, r2.xyzx
mov r1.zw, l(0,0,1.000000,1)
loop
  ige r2.w, r1.w, l(4)
  breakc_nz r2.w
  itof r2.w, r1.w
  mad r4.xy, r1.xyxx, r2.wwww, r0.xyxx
  max r4.xy, r4.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r4.xy, r4.xyxx, cb0[8].zwzz
  sample_indexable(texture2d)(float,float,float,float) r2.w, r4.xyxx, t1.yzwx, s1
  add r2.w, r2.w, -cb0[5].x
  mul_sat r2.w, r2.w, cb0[5].y
  sample_indexable(texture2d)(float,float,float,float) r4.xyz, r4.xyxx, t0.xyzw, s0
  mad r3.xyz, r2.wwww, r4.xyzx, r3.xyzx
  add r1.z, r1.z, r2.w
  iadd r1.w, r1.w, l(1)
endloop
div o0.xyz, r3.xyzx, r1.zzzz
mul_sat r0.x, r0.z, cb0[4].w
mul o0.w, r0.w, r0.x
ret
// Approximately 0 instruction slots used

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