//Act 3 smoke PS. Linear depth.
// ---- Created with 3Dmigoto v0.6.163 on Thu Sep 10 23:53:03 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,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r1.xy = v0.xy / cb0[8].xy;
  r1.x = t2.Sample(s2_s, r1.xy).x;
  
  v2.x-=stereo.x*(1-stereo.y/r1.x);
  
  r0.y = cb0[2].w * cb0[0].z;
  r0.x = cb0[1].w * r0.y;
  r0.xy = v2.xy * r0.xy;
  r0.xy = r0.xy * float2(0.5,0.5) + cb0[0].xy;
  r0.xyzw = t0.Sample(s0_s, r0.xy).xyzw;
  r0.xyzw = v1.xyzw * r0.xyzw;
  r1.x = cb0[0].w * r0.w;
  r1.x = 0.25 * r1.x;
  r1.x = max(0, r1.x);
  r2.y = cb0[2].w * cb0[1].z;
  r2.x = cb0[1].w * r2.y;
  r1.yz = v2.xy * r2.xy;
  r1.yz = r1.yz * float2(0.5,0.5) + cb0[1].xy;
  r2.xyzw = t0.Sample(s0_s, r1.yz).xyzw;
  r2.xyzw = v1.xyzw * r2.xyzw;
  r1.y = 0.5 + cb0[0].w;
  r1.y = r2.w * r1.y;
  r2.xyz = r2.xyz * r2.www;
  r0.xyz = r0.xyz * r0.www + r2.xyz;
  r0.w = 0.25 * r1.y;
  r0.w = max(r1.x, r0.w);
  r1.y = cb0[2].z * cb0[2].w;
  r1.x = cb0[1].w * r1.y;
  r1.xy = v2.xy * r1.xy;
  r1.xy = r1.xy * float2(0.5,0.5) + cb0[2].xy;
  r1.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = v1.xyzw * r1.xyzw;
  r2.x = 0.25 * r1.w;
  r0.xyz = r1.xyz * r1.www + r0.xyz;
  r0.w = max(r2.x, r0.w);
  r1.y = cb0[3].z * cb0[2].w;
  r1.x = cb0[1].w * r1.y;
  r1.xy = v2.xy * r1.xy;
  r1.xy = r1.xy * float2(0.5,0.5) + cb0[3].xy;
  r1.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = v1.xyzw * r1.xyzw;
  r2.x = 0.25 * r1.w;
  r0.xyz = r1.xyz * r1.www + r0.xyz;
  r0.w = max(r2.x, r0.w);
  r1.y = cb0[4].z * cb0[2].w;
  r1.x = cb0[1].w * r1.y;
  r1.xy = v2.xy * r1.xy;
  r1.xy = r1.xy * float2(0.5,0.5) + cb0[4].xy;
  r1.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = v1.xyzw * r1.xyzw;
  r2.x = 0.25 * r1.w;
  r0.xyz = r1.xyz * r1.www + r0.xyz;
  r0.w = max(r2.x, r0.w);
  r1.y = cb0[5].z * cb0[2].w;
  r1.x = cb0[1].w * r1.y;
  r1.xy = v2.xy * r1.xy;
  r1.xy = r1.xy * float2(0.5,0.5) + cb0[5].xy;
  r1.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = v1.xyzw * r1.xyzw;
  r2.x = 0.25 * r1.w;
  r0.xyz = r1.xyz * r1.www + r0.xyz;
  r0.w = max(r2.x, r0.w);
  r1.y = cb0[6].z * cb0[2].w;
  r1.x = cb0[1].w * r1.y;
  r1.xy = v2.xy * r1.xy;
  r1.xy = r1.xy * float2(0.5,0.5) + cb0[6].xy;
  r1.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = v1.xyzw * r1.xyzw;
  r2.xy = float2(1,0.5) + -cb0[0].ww;
  r2.x = r2.x * r1.w;
  r0.xyz = r1.xyz * r1.www + r0.xyz;
  r1.x = 0.25 * r2.x;
  r0.w = max(r1.x, r0.w);
  r1.y = cb0[7].z * cb0[2].w;
  r1.x = cb0[1].w * r1.y;
  r1.xy = v2.xy * r1.xy;
  r1.xy = r1.xy * float2(0.5,0.5) + cb0[7].xy;
  r1.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = v1.xyzw * r1.xyzw;
  r2.x = r1.w * r2.y;
  r0.xyz = r1.xyz * r1.www + r0.xyz;
  r1.x = 0.25 * r2.x;
  r0.w = max(r1.x, r0.w);
  r1.xy = v0.xy / cb0[8].xy;
  r1.x = t2.Sample(s2_s, r1.xy).x;
  r1.y = 0.00033333333 * r1.x;
  r1.y = max(0.25, r1.y);
  r1.y = min(1, r1.y);
  r0.w = r1.y * r0.w;
  r1.y = -cb0[6].w + r1.x;
  r1.x = -cb0[3].w + r1.x;
  r1.x = saturate(0.00100000005 * r1.x);
  r1.y = 0.100000001 * r1.y;
  r1.z = cb0[7].w + -cb0[6].w;
  r1.y = r1.y / r1.z;
  r1.y = max(0, r1.y);
  r1.y = min(0.100000001, r1.y);
  r0.w = max(r1.y, r0.w);
  r1.zw = v2.xy * float2(0.5,0.5) + float2(0.5,0.5);
  r1.z = t1.Sample(s1_s, r1.zw).x;
  r1.z = 1 + -r1.z;
  r0.w = r1.z * r0.w;
  o0.w = r0.w * r1.x;
  r2.xy = cb0[4].ww + -r0.xy;
  r2.z = cb0[5].w + -r0.z;
  o0.xyz = r1.yyy * r2.xyz + r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Thu Sep 10 23:53:03 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
//
//
// 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 3
mul r0.y, cb0[0].z, cb0[2].w
mul r0.x, r0.y, cb0[1].w
mul r0.xy, r0.xyxx, v2.xyxx
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[0].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, r0.xyxx, t0.xyzw, s0
mul r0.xyzw, r0.xyzw, v1.xyzw
mul r1.x, r0.w, cb0[0].w
mul r1.x, r1.x, l(0.250000)
max r1.x, r1.x, l(0.000000)
mul r2.y, cb0[1].z, cb0[2].w
mul r2.x, r2.y, cb0[1].w
mul r1.yz, r2.xxyx, v2.xxyx
mad r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000), cb0[1].xxyx
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r1.yzyy, t0.xyzw, s0
mul r2.xyzw, r2.xyzw, v1.xyzw
add r1.y, cb0[0].w, l(0.500000)
mul r1.y, r1.y, r2.w
mul r2.xyz, r2.wwww, r2.xyzx
mad r0.xyz, r0.xyzx, r0.wwww, r2.xyzx
mul r0.w, r1.y, l(0.250000)
max r0.w, r0.w, r1.x
mul r1.y, cb0[2].w, cb0[2].z
mul r1.x, r1.y, cb0[1].w
mul r1.xy, r1.xyxx, v2.xyxx
mad r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[2].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, v1.xyzw
mul r2.x, r1.w, l(0.250000)
mad r0.xyz, r1.xyzx, r1.wwww, r0.xyzx
max r0.w, r0.w, r2.x
mul r1.y, cb0[2].w, cb0[3].z
mul r1.x, r1.y, cb0[1].w
mul r1.xy, r1.xyxx, v2.xyxx
mad r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[3].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, v1.xyzw
mul r2.x, r1.w, l(0.250000)
mad r0.xyz, r1.xyzx, r1.wwww, r0.xyzx
max r0.w, r0.w, r2.x
mul r1.y, cb0[2].w, cb0[4].z
mul r1.x, r1.y, cb0[1].w
mul r1.xy, r1.xyxx, v2.xyxx
mad r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, v1.xyzw
mul r2.x, r1.w, l(0.250000)
mad r0.xyz, r1.xyzx, r1.wwww, r0.xyzx
max r0.w, r0.w, r2.x
mul r1.y, cb0[2].w, cb0[5].z
mul r1.x, r1.y, cb0[1].w
mul r1.xy, r1.xyxx, v2.xyxx
mad r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[5].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, v1.xyzw
mul r2.x, r1.w, l(0.250000)
mad r0.xyz, r1.xyzx, r1.wwww, r0.xyzx
max r0.w, r0.w, r2.x
mul r1.y, cb0[2].w, cb0[6].z
mul r1.x, r1.y, cb0[1].w
mul r1.xy, r1.xyxx, v2.xyxx
mad r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[6].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, v1.xyzw
add r2.xy, -cb0[0].wwww, l(1.000000, 0.500000, 0.000000, 0.000000)
mul r2.x, r1.w, r2.x
mad r0.xyz, r1.xyzx, r1.wwww, r0.xyzx
mul r1.x, r2.x, l(0.250000)
max r0.w, r0.w, r1.x
mul r1.y, cb0[2].w, cb0[7].z
mul r1.x, r1.y, cb0[1].w
mul r1.xy, r1.xyxx, v2.xyxx
mad r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[7].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, v1.xyzw
mul r2.x, r2.y, r1.w
mad r0.xyz, r1.xyzx, r1.wwww, r0.xyzx
mul r1.x, r2.x, l(0.250000)
max r0.w, r0.w, r1.x
div r1.xy, v0.xyxx, cb0[8].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t2.xyzw, s2
mul r1.y, r1.x, l(0.000333333330)
max r1.y, r1.y, l(0.250000)
min r1.y, r1.y, l(1.000000)
mul r0.w, r0.w, r1.y
add r1.y, r1.x, -cb0[6].w
add r1.x, r1.x, -cb0[3].w
mul_sat r1.x, r1.x, l(0.001000)
mul r1.y, r1.y, l(0.100000)
add r1.z, -cb0[6].w, cb0[7].w
div r1.y, r1.y, r1.z
max r1.y, r1.y, l(0.000000)
min r1.y, r1.y, l(0.100000)
max r0.w, r0.w, r1.y
mad r1.zw, v2.xxxy, l(0.000000, 0.000000, 0.500000, 0.500000), l(0.000000, 0.000000, 0.500000, 0.500000)
sample_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t1.yzxw, s1
add r1.z, -r1.z, l(1.000000)
mul r0.w, r0.w, r1.z
mul o0.w, r1.x, r0.w
add r2.xy, -r0.xyxx, cb0[4].wwww
add r2.z, -r0.z, cb0[5].w
mad o0.xyz, r1.yyyy, r2.xyzx, r0.xyzx
ret
// Approximately 0 instruction slots used

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