//Act 1 smoke PS. Last gameplay save file. For VS 1b659dc137f0a705-vs_replace.txt
// ---- Created with 3Dmigoto v0.6.163 on Fri Sep 11 17:20:52 2026
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

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,
  float2 w2 : TEXCOORD1,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = v0.xy / cb0[8].xy;
  r1.xyz = t1.Sample(s1_s, r0.xy).xyz;
  r0.x = t2.Sample(s2_s, r0.xy).x;
  
  v2.x-=stereo.x*(1-stereo.y/r0.x)*0.5;
  
  r0.x = cb0[0].x * r0.x;
  r0.x = max(0.25, r0.x);
  r0.y = r1.x + r1.y;
  r0.y = r0.y + r1.z;
  r0.y = 0.924000025 * r0.y;
  r0.y = max(0, r0.y);
  r0.xy = min(float2(1,0.400000006), r0.xy);
  r1.xyz = t0.Sample(s0_s, v2.xy).xyz;
  r0.z = v1.w * r1.x;
  o0.xyz = v1.xyz * r1.xyz;
  r0.x = r0.z * r0.x;
  r0.x = r0.x * r0.y;
  o0.w = saturate(1.29999995 * r0.x);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Fri Sep 11 17:20:52 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1     zw        2     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[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 2
div r0.xy, v0.xyxx, cb0[8].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s2
mul r0.x, r0.x, cb0[0].x
max r0.x, r0.x, l(0.250000)
add r0.y, r1.y, r1.x
add r0.y, r1.z, r0.y
mul r0.y, r0.y, l(0.924000)
max r0.y, r0.y, l(0.000000)
min r0.xy, r0.xyxx, l(1.000000, 0.400000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v2.xyxx, t0.xyzw, s0
mul r0.z, r1.x, v1.w
mul o0.xyz, r1.xyzx, v1.xyzx
mul r0.x, r0.x, r0.z
mul r0.x, r0.y, r0.x
mul_sat o0.w, r0.x, l(1.300000)
ret
// Approximately 0 instruction slots used

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