//DQ11 radial blur PS 2. Defeating bosses.
// ---- Created with geo-11 v0.6.198 on Sun Jun 15 23:59:04 2025
//Texture2D<float4> t0 : register(t0);
//
//SamplerState s0_s : register(s0);
//
//cbuffer cb1 : register(b1)
//{
//  float4 cb1[4];
//}
//
//cbuffer cb0 : register(b0)
//{
//  float4 cb0[122];
//}
//
//
//
//
//// 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,r2,r10;
//  uint4 bitmask, uiDest;
//  float4 fDest;
//  
//  float4 stereo = StereoParams.Load(0);
//  
//  r0.xy = cb0[120].xy / cb0[121].xy;
//  r0.zw = cb0[121].zw * v0.xy;
//  
//  r10 = r0;
//  r10.z+=stereo.x*-0.5;
//  
//  r0.xy = r0.xy * cb1[1].xy + -r10.zw;
//  r1.x = (int)cb1[3].w;
//  r0.xy = cb1[3].zz * r0.xy;
//  r1.yzw = float3(0,0,0);
//  r2.x = 0;
//  while (true) {
//    r2.y = cmp((int)r2.x >= (int)r1.x);
//    if (r2.y != 0) break;
//    r2.y = (int)r2.x;
//    r2.yz = r2.yy * r0.xy;
//    r2.yz = r2.yz * float2(0.00999999978,0.00999999978) + r0.zw;
//    r2.yzw = t0.Sample(s0_s, r2.yz).xyz;
//    r1.yzw = r2.yzw + r1.yzw;
//    r2.x = (int)r2.x + 1;
//  }
//  r0.x = 1 / cb1[3].w;
//  r0.xyz = r1.yzw * r0.xxx + cb1[2].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 23:59:04 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   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[122], immediateIndexed
dcl_constantbuffer CB1[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 32
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw
div r0.xy, cb0[120].xyxx, cb0[121].xyxx
mul r0.zw, v0.xxxy, cb0[121].zzzw

mov r10.xyzw, r0.xyzw
mad r10.z, r25.x, l(-0.5), r10.z

mad r0.xy, r0.xyxx, cb1[1].xyxx, -r10.zwzz
ftoi r1.x, cb1[3].w
mul r0.xy, r0.xyxx, cb1[3].zzzz
mov r1.yzw, l(0,0,0,0)
mov r2.x, l(0)
loop
  ige r2.y, r2.x, r1.x
  breakc_nz r2.y
  itof r2.y, r2.x
  mul r2.yz, r0.xxyx, r2.yyyy
  mad r2.yz, r2.yyzy, l(0.000000, 0.010000, 0.010000, 0.000000), r0.zzwz
  sample_indexable(texture2d)(float,float,float,float) r2.yzw, r2.yzyy, t0.wxyz, s0
  add r1.yzw, r1.yyzw, r2.yyzw
  iadd r2.x, r2.x, l(1)
endloop
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), cb1[3].w
mad r0.xyz, r1.yzwy, r0.xxxx, cb1[2].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
