//Metal Gear mk ii camouflage haloing PS 1.
// ---- Created with 3Dmigoto v0.6.163 on Sun Aug 30 16:31:51 2026
Texture2D<uint4> t3 : register(t3);

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[10];
}




// 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,
  float4 v3 : TEXCOORD2,
  float4 v4 : TEXCOORD4,
  float4 v5 : TEXCOORD5,
  float4 v6 : TEXCOORD6,
  float4 v7 : TEXCOORD7,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = t0.Sample(s0_s, v2.xy).w;
  r0.x = cmp(r0.x < 0.498039216);
  if (r0.x != 0) discard;
  r0.x = dot(v7.xyz, v7.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = v7.xyz * r0.xxx;
  r1.xy = t1.Sample(s1_s, w2.xy).yw;
  r1.xy = float2(-0.5,-0.5) + r1.yx;
  r1.xy = r1.xy + r1.xy;
  r0.w = -r1.x * r1.x + 1;
  r0.w = -r1.y * r1.y + r0.w;
  r0.w = max(0, r0.w);
  r1.z = cmp(0 < r0.w);
  r1.w = rsqrt(r0.w);
  r0.w = r1.w * r0.w;
  r0.w = r1.z ? r0.w : 0;
  r1.yzw = v5.xyz * r1.yyy;
  r1.xyz = v4.xyz * r1.xxx + r1.yzw;
  r1.xyz = v6.xyz * r0.www + r1.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r0.x = saturate(dot(r1.xyz, -r0.xyz));
  r0.yzw = float3(1,1,1) + -cb0[7].xyz;
  r0.xyz = r0.xxx * r0.yzw + cb0[7].xyz;
  r1.xy = cb0[4].xy * r1.xy;
  r1.xy = cb0[8].xy * r1.xy;
  
  v3.x+=stereo.x*(v3.w-stereo.y);
  
  r1.zw = v3.xy / v3.ww;
  r1.xy = r1.zw * float2(0.5,-0.5) + r1.xy;
  r1.xy = float2(0.5,0.5) + r1.xy;
  r1.xyzw = t2.Sample(s2_s, r1.xy).xyzw;
  r1.xyz = r1.xyz / r1.www;
  r0.xyz = r1.xyz * r0.xyz;
  r0.xyz = float3(0.25,0.25,0.25) * r0.xyz;
  r0.w = max(r0.x, r0.y);
  r1.x = max(0.25, r0.z);
  r0.w = max(r1.x, r0.w);
  r0.w = 1 / r0.w;
  o0.xyz = saturate(r0.xyz * r0.www);
  o0.w = saturate(0.25 * r0.w);
  r0.x = cmp(0 < cb0[9].x);
  if (r0.x != 0) {
    r0.yz = floor(v0.xy);
    r0.yz = (uint2)r0.yz;
    r1.x = (int)r0.y & 31;
    r1.y = (int)cb0[9].y;
    r1.zw = float2(0,0);
    r0.y = t3.Load(r1.xyz).x;
    r0.z = 1 << (int)r0.z;
    r0.y = (int)r0.z & (int)r0.y;
    r0.y = min(1, (uint)r0.y);
    r0.y = (int)-r0.y + 1;
  }
  r0.x = r0.x ? r0.y : 0;
  if (r0.x != 0) discard;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Sun Aug 30 16:31:51 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// COLOR                    0   xyzw        1     NONE   float
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1     zw        2     NONE   float     zw
// TEXCOORD                 2   xyzw        3     NONE   float   xy w
// TEXCOORD                 4   xyz         4     NONE   float   xyz
// TEXCOORD                 5   xyz         5     NONE   float   xyz
// TEXCOORD                 6   xyz         6     NONE   float   xyz
// TEXCOORD                 7   xyzw        7     NONE   float   xyz
//
//
// 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_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_resource_texture2d (uint,uint,uint,uint) t3
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v2.zw
dcl_input_ps linear v3.xyw
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyz
dcl_output o0.xyzw
dcl_temps 2
sample_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t0.wxyz, s0
lt r0.x, r0.x, l(0.498039216)
discard_nz r0.x
dp3 r0.x, v7.xyzx, v7.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v7.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xy, v2.zwzz, t1.ywxz, s1
add r1.xy, r1.yxyy, l(-0.500000, -0.500000, 0.000000, 0.000000)
add r1.xy, r1.xyxx, r1.xyxx
mad r0.w, -r1.x, r1.x, l(1.000000)
mad r0.w, -r1.y, r1.y, r0.w
max r0.w, r0.w, l(0.000000)
lt r1.z, l(0.000000), r0.w
rsq r1.w, r0.w
mul r0.w, r0.w, r1.w
and r0.w, r0.w, r1.z
mul r1.yzw, r1.yyyy, v5.xxyz
mad r1.xyz, v4.xyzx, r1.xxxx, r1.yzwy
mad r1.xyz, v6.xyzx, r0.wwww, r1.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
dp3_sat r0.x, r1.xyzx, -r0.xyzx
add r0.yzw, -cb0[7].xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
mad r0.xyz, r0.xxxx, r0.yzwy, cb0[7].xyzx
mul r1.xy, r1.xyxx, cb0[4].xyxx
mul r1.xy, r1.xyxx, cb0[8].xyxx
div r1.zw, v3.xxxy, v3.wwww
mad r1.xy, r1.zwzz, l(0.500000, -0.500000, 0.000000, 0.000000), r1.xyxx
add r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t2.xyzw, s2
div r1.xyz, r1.xyzx, r1.wwww
mul r0.xyz, r0.xyzx, r1.xyzx
mul r0.xyz, r0.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
max r0.w, r0.y, r0.x
max r1.x, r0.z, l(0.250000)
max r0.w, r0.w, r1.x
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul_sat o0.xyz, r0.wwww, r0.xyzx
mul_sat o0.w, r0.w, l(0.250000)
lt r0.x, l(0.000000), cb0[9].x
if_nz r0.x
  round_ni r0.yz, v0.xxyx
  ftou r0.yz, r0.yyzy
  and r1.x, r0.y, l(31)
  ftoi r1.y, cb0[9].y
  mov r1.zw, l(0,0,0,0)
  ld_indexable(texture2d)(uint,uint,uint,uint) r0.y, r1.xyzw, t3.yxzw
  ishl r0.z, l(1), r0.z
  and r0.y, r0.z, r0.y
  umin r0.y, r0.y, l(1)
  iadd r0.y, -r0.y, l(1)
endif
and r0.x, r0.y, r0.x
discard_nz r0.x
ret
// Approximately 0 instruction slots used

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