//SRC rain PS 1. Pirate ship area. No real depth.
// ---- Created with geo-11 v0.6.198 on Mon Sep 29 00:39:39 2025
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[151];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[1];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = 0.5;
  r0.z = cb1[150].y / cb2[2].x;
  r0.w = cmp(r0.z >= -r0.z);
  r0.z = frac(abs(r0.z));
  r0.z = r0.w ? r0.z : -r0.z;
  r0.y = cb2[2].x * r0.z;
  r0.zw = asuint(cb0[0].xy);
  r0.zw = v0.xy + -r0.zw;
  r1.xy = cb0[0].zw * r0.zw;
  
  r1.x-=stereo.x*0.5;
  
  r0.z = -r0.w * cb0[0].w + 1;
  r2.xyzw = r1.xyxy * float4(1.20000005,0.300000012,1,0.200000003) + float4(-0.5,-1,-0.5,-1);
  r1.xy = r1.xy * float2(3,2) + float2(-0.5,-1);
  r0.w = dot(r2.xy, cb2[1].zw);
  r0.w = cb1[150].y * -3 + r0.w;
  r3.y = 1 + r0.w;
  r3.x = dot(r2.xy, cb2[1].xy);
  r0.xw = r3.xy + r0.xy;
  r0.xw = t0.Sample(s0_s, r0.xw).xy;
  r0.w = r0.w + -r0.x;
  r0.x = r0.y * r0.w + r0.x;
  r0.w = log2(r0.x);
  r0.x = cmp(2.98023295e-08 >= r0.x);
  r0.w = cb2[2].y * r0.w;
  r0.w = exp2(r0.w);
  r0.w = 1.20000005 * r0.w;
  r0.x = r0.x ? 0 : r0.w;
  r0.w = dot(r2.zw, cb2[1].zw);
  r2.x = dot(r2.zw, cb2[1].xy);
  r2.y = cb1[150].y * -2.20000005 + r0.w;
  r1.zw = cb2[2].zw + r2.xy;
  r1.zw = float2(0.5,1) + r1.zw;
  r1.zw = t0.Sample(s0_s, r1.zw).yz;
  r0.w = r1.w + -r1.z;
  r0.w = r0.y * r0.w + r1.z;
  r1.z = cmp(2.98023295e-08 >= r0.w);
  r0.w = log2(r0.w);
  r0.w = 1.20000005 * r0.w;
  r0.w = exp2(r0.w);
  r0.w = r1.z ? 0 : r0.w;
  r0.x = r0.x + r0.w;
  r0.w = dot(r1.xy, cb2[1].zw);
  r1.x = dot(r1.xy, cb2[1].xy);
  r1.y = cb1[150].y * -4 + r0.w;
  r1.xy = cb2[3].xy + r1.xy;
  r1.xy = float2(0.5,1) + r1.xy;
  r1.xy = t0.Sample(s0_s, r1.xy).yz;
  r0.w = r1.y + -r1.x;
  r0.y = r0.y * r0.w + r1.x;
  r0.x = r0.y * 0.699999988 + r0.x;
  r0.y = log2(r0.z);
  r0.z = cmp(2.98023295e-08 >= r0.z);
  r0.y = 0.899999976 * r0.y;
  r0.y = exp2(r0.y);
  r0.y = r0.z ? 0 : r0.y;
  o0.w = saturate(r0.x * r0.y);
  r0.xyz = float3(-1,-1,-1) + cb2[0].yzw;
  r0.xyz = cb2[0].xxx * r0.xyz + float3(1,1,1);
  o0.xyz = max(float3(0,0,0), r0.xyz);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Mon Sep 29 00:39:39 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float
// TEXCOORD                 1   xyzw        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[1], immediateIndexed
dcl_constantbuffer CB1[151], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 4
mov r0.x, l(0.500000)
div r0.z, cb1[150].y, cb2[2].x
ge r0.w, r0.z, -r0.z
frc r0.z, |r0.z|
movc r0.z, r0.w, r0.z, -r0.z
mul r0.y, r0.z, cb2[2].x
utof [precise(zw)] r0.zw, cb0[0].xxxy
add [precise(zw)] r0.zw, -r0.zzzw, v0.xxxy
mul [precise(xy)] r1.xy, r0.zwzz, cb0[0].zwzz
mad r0.z, -r0.w, cb0[0].w, l(1.000000)
mad r2.xyzw, r1.xyxy, l(1.200000, 0.300000, 1.000000, 0.200000), l(-0.500000, -1.000000, -0.500000, -1.000000)
mad r1.xy, r1.xyxx, l(3.000000, 2.000000, 0.000000, 0.000000), l(-0.500000, -1.000000, 0.000000, 0.000000)
dp2 r0.w, r2.xyxx, cb2[1].zwzz
mad r0.w, cb1[150].y, l(-3.000000), r0.w
add r3.y, r0.w, l(1.000000)
dp2 r3.x, r2.xyxx, cb2[1].xyxx
add r0.xw, r0.xxxy, r3.xxxy
sample_indexable(texture2d)(float,float,float,float) r0.xw, r0.xwxx, t0.xzwy, s0
add r0.w, -r0.x, r0.w
mad r0.x, r0.y, r0.w, r0.x
log r0.w, r0.x
ge r0.x, l(2.980232949E-08), r0.x
mul r0.w, r0.w, cb2[2].y
exp r0.w, r0.w
mul r0.w, r0.w, l(1.200000)
movc r0.x, r0.x, l(0), r0.w
dp2 r0.w, r2.zwzz, cb2[1].zwzz
dp2 r2.x, r2.zwzz, cb2[1].xyxx
mad r2.y, cb1[150].y, l(-2.200000), r0.w
add r1.zw, r2.xxxy, cb2[2].zzzw
add r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.500000, 1.000000)
sample_indexable(texture2d)(float,float,float,float) r1.zw, r1.zwzz, t0.xwyz, s0
add r0.w, -r1.z, r1.w
mad r0.w, r0.y, r0.w, r1.z
ge r1.z, l(2.980232949E-08), r0.w
log r0.w, r0.w
mul r0.w, r0.w, l(1.200000)
exp r0.w, r0.w
movc r0.w, r1.z, l(0), r0.w
add r0.x, r0.w, r0.x
dp2 r0.w, r1.xyxx, cb2[1].zwzz
dp2 r1.x, r1.xyxx, cb2[1].xyxx
mad r1.y, cb1[150].y, l(-4.000000), r0.w
add r1.xy, r1.xyxx, cb2[3].xyxx
add r1.xy, r1.xyxx, l(0.500000, 1.000000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xy, r1.xyxx, t0.yzxw, s0
add r0.w, -r1.x, r1.y
mad r0.y, r0.y, r0.w, r1.x
mad r0.x, r0.y, l(0.700000), r0.x
log r0.y, r0.z
ge r0.z, l(2.980232949E-08), r0.z
mul r0.y, r0.y, l(0.900000)
exp r0.y, r0.y
movc r0.y, r0.z, l(0), r0.y
mul_sat o0.w, r0.y, r0.x
add r0.xyz, cb2[0].yzwy, l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r0.xyz, cb2[0].xxxx, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
ret
// Approximately 0 instruction slots used

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