//DQ11 underwater distortion effect.
// ---- Created with geo-11 v0.6.198 on Sun Jun 15 12:40:44 2025
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 cb2 : register(b2)
{
  float4 cb2[3];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[131];
}

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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r10;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = -cb1[119].xy + v0.xy;
  r0.xy = r0.xy * cb1[120].zw + float2(-0.5,-0.5);
  r0.xy = v0.ww * r0.xy;
  r0.z = v0.w;
  r0.xyz = float3(2,-2,1) * r0.xyz;
  r0.xy = r0.xy / r0.zz;
  r0.xy = r0.xy * cb1[54].xy + cb1[54].wz;
  r0.x = t1.SampleLevel(s1_s, r0.xy, 0).x;
  r0.y = r0.x * cb1[53].z + -cb1[53].w;
  r0.x = r0.x * cb1[53].x + cb1[53].y;
  r0.y = 1 / r0.y;
  r0.x = r0.x + r0.y;
  
  r10.x = r0.x;
  
  r0.x = saturate(r0.x / cb2[2].z);
  r0.x = log2(r0.x);
  r0.x = 10 * r0.x;
  r0.x = exp2(r0.x);
  r0.y = 0.000138888892 * cb1[130].z;
  r0.z = cmp(r0.y >= -r0.y);
  r0.y = frac(abs(r0.y));
  r0.y = r0.z ? r0.y : -r0.y;
  r0.y = cb2[2].x * r0.y;
  r1.y = -3600 * r0.y;
  r1.x = 0;
  r0.yz = v0.xy * cb1[121].zw + r1.xy;
  
  r0.y+=stereo.x*(stereo.y/r10.x-1)*0.5;
  
  r0.y = t0.Sample(s0_s, r0.yz).x;
  r0.zw = cb1[121].zw * v0.xy;
  r1.xy = r0.yy * cb2[2].yy + r0.zw;
  r0.yz = max(cb0[9].xy, r0.zw);
  r0.yz = min(cb0[9].zw, r0.yz);
  r0.yzw = t2.Sample(s2_s, r0.yz).xyz;
  r1.xy = max(cb0[9].xy, r1.xy);
  r1.xy = min(cb0[9].zw, r1.xy);
  r1.xyz = t2.Sample(s2_s, r1.xy).xyz;
  r1.xyz = r1.xyz + -r0.yzw;
  r0.xyz = r0.xxx * r1.xyz + r0.yzw;
  r0.xyz = cb2[1].xyz + r0.xyz;
  o0.xyz = max(float3(0,0,0), r0.xyz);
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sun Jun 15 12:40:44 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy w
//
//
// 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_constantbuffer CB1[131], immediateIndexed
dcl_constantbuffer CB2[3], 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.xyw, position
dcl_output o0.xyzw
dcl_temps 2
add r0.xy, v0.xyxx, -cb1[119].xyxx
mad r0.xy, r0.xyxx, cb1[120].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, v0.wwww
mov r0.z, v0.w
mul r0.xyz, r0.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
div r0.xy, r0.xyxx, r0.zzzz
mad r0.xy, r0.xyxx, cb1[54].xyxx, cb1[54].wzww
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1, l(0.000000)
mad r0.y, r0.x, cb1[53].z, -cb1[53].w
mad r0.x, r0.x, cb1[53].x, cb1[53].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.x, r0.y, r0.x
div_sat r0.x, r0.x, cb2[2].z
log r0.x, r0.x
mul r0.x, r0.x, l(10.000000)
exp r0.x, r0.x
mul r0.y, cb1[130].z, l(0.000138888892)
ge r0.z, r0.y, -r0.y
frc r0.y, |r0.y|
movc r0.y, r0.z, r0.y, -r0.y
mul r0.y, r0.y, cb2[2].x
mul r1.y, r0.y, l(-3600.000000)
mov r1.x, l(0)
mad r0.yz, v0.xxyx, cb1[121].zzwz, r1.xxyx
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t0.yxzw, s0
mul r0.zw, v0.xxxy, cb1[121].zzzw
mad r1.xy, r0.yyyy, cb2[2].yyyy, r0.zwzz
max r0.yz, r0.zzwz, cb0[9].xxyx
min r0.yz, r0.yyzy, cb0[9].zzwz
sample_indexable(texture2d)(float,float,float,float) r0.yzw, r0.yzyy, t2.wxyz, s2
max r1.xy, r1.xyxx, cb0[9].xyxx
min r1.xy, r1.xyxx, cb0[9].zwzz
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t2.xyzw, s2
add r1.xyz, -r0.yzwy, r1.xyzx
mad r0.xyz, r0.xxxx, r1.xyzx, r0.yzwy
add r0.xyz, r0.xyzx, cb2[1].xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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