//Code Vein radial blur PS 1. Cutscenes.
// ---- Created with geo-11 v0.6.198 on Sun Jun  8 22:20:40 2025
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[3];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[120];
}




// 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,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xyzw = cb0[118].xyxy / cb0[119].xyxy;
  r1.xy = cb0[119].zw * v0.xy;
  r0.xyzw = r0.xyzw * float4(0.5,0.5,0.5,0.5) + -r1.xyxy;
  
  r0.xz+=stereo.x*0.5;
  
  r0.xyzw = cb1[2].xxxx * r0.xyzw;
  r2.xyzw = r0.zwzw * float4(-0.0799999982,-0.0799999982,-0.0500000007,-0.0500000007) + r1.xyxy;
  r3.xyz = t0.Sample(s0_s, r2.xy).xyz;
  r2.xyz = t0.Sample(s0_s, r2.zw).xyz;
  r4.xyz = t0.Sample(s0_s, r1.xy).xyz;
  r3.xyz = r4.xyz + r3.xyz;
  r2.xyz = r3.xyz + r2.xyz;
  r3.xyzw = r0.zwzw * float4(-0.0299999993,-0.0299999993,-0.0199999996,-0.0199999996) + r1.xyxy;
  r4.xyz = t0.Sample(s0_s, r3.xy).xyz;
  r3.xyz = t0.Sample(s0_s, r3.zw).xyz;
  r2.xyz = r4.xyz + r2.xyz;
  r2.xyz = r2.xyz + r3.xyz;
  r3.xyzw = r0.zwzw * float4(-0.00999999978,-0.00999999978,0.00999999978,0.00999999978) + r1.xyxy;
  r4.xyz = t0.Sample(s0_s, r3.xy).xyz;
  r3.xyz = t0.Sample(s0_s, r3.zw).xyz;
  r2.xyz = r4.xyz + r2.xyz;
  r2.xyz = r2.xyz + r3.xyz;
  r3.xyzw = r0.zwzw * float4(0.0199999996,0.0199999996,0.0299999993,0.0299999993) + r1.xyxy;
  r0.xyzw = r0.xyzw * float4(0.0500000007,0.0500000007,0.0799999982,0.0799999982) + r1.xyxy;
  r4.xyz = t0.Sample(s0_s, r3.xy).xyz;
  r3.xyz = t0.Sample(s0_s, r3.zw).xyz;
  r2.xyz = r4.xyz + r2.xyz;
  r2.xyz = r2.xyz + r3.xyz;
  r3.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.xyz = t0.Sample(s0_s, r0.zw).xyz;
  r2.xyz = r3.xyz + r2.xyz;
  r0.xyz = r2.xyz + r0.xyz;
  r1.zw = -cb0[117].xy + v0.xy;
  r1.zw = r1.zw * cb0[118].zw + float2(-0.5,-0.5);
  r2.xy = v0.ww * r1.zw;
  r2.z = v0.w;
  r2.xyz = float3(2,-2,1) * r2.xyz;
  r1.zw = r2.xy / r2.zz;
  r1.zw = r1.zw * cb0[54].xy + cb0[54].wz;
  r2.xyz = t0.Sample(s0_s, r1.zw).xyz;
  r2.xyz = -r0.xyz * float3(0.0909090936,0.0909090936,0.0909090936) + r2.xyz;
  r0.xyz = float3(0.0909090936,0.0909090936,0.0909090936) * r0.xyz;
  r1.zw = cb0[119].zw * cb0[118].xy;
  r1.xy = r1.xy / r1.zw;
  r1.xz = float2(-0.5,-0.5) + r1.xy;
  
  r1.x+=stereo.x*-0.5;
  
  r0.w = dot(r1.xz, r1.xz);
  r0.w = sqrt(r0.w);
  r0.w = r0.w / cb1[2].y;
  r0.w = 1 + -r0.w;
  r1.x = 2.33299994 * r0.w;
  r1.x = r1.x * r1.x;
  r1.x = 1.44269514 * r1.x;
  r1.x = exp2(r1.x);
  r1.x = 1 / r1.x;
  r1.x = 1 + -r1.x;
  r1.z = cmp(r0.w >= 0);
  r0.w = cmp(9.99999975e-06 < abs(r0.w));
  r1.x = r1.z ? r1.x : 0;
  r0.w = r0.w ? r1.x : 0;
  r0.xyz = r0.www * r2.xyz + r0.xyz;
  r0.w = max(0, cb1[2].z);
  r0.w = r0.w * r0.w;
  r0.w = r0.w * -2 + r1.y;
  r0.w = saturate(1 + r0.w);
  r0.xyz = r0.xyz * r0.www + cb1[1].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  8 22:20:40 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[120], immediateIndexed
dcl_constantbuffer CB1[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_output o0.xyzw
dcl_temps 5
div r0.xyzw, cb0[118].xyxy, cb0[119].xyxy
mul r1.xy, v0.xyxx, cb0[119].zwzz
mad r0.xyzw, r0.xyzw, l(0.500000, 0.500000, 0.500000, 0.500000), -r1.xyxy
mul r0.xyzw, r0.xyzw, cb1[2].xxxx
mad r2.xyzw, r0.zwzw, l(-0.080000, -0.080000, -0.050000, -0.050000), r1.xyxy
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.zwzz, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r1.xyxx, t0.xyzw, s0
add r3.xyz, r3.xyzx, r4.xyzx
add r2.xyz, r2.xyzx, r3.xyzx
mad r3.xyzw, r0.zwzw, l(-0.030000, -0.030000, -0.020000, -0.020000), r1.xyxy
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r3.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r3.zwzz, t0.xyzw, s0
add r2.xyz, r2.xyzx, r4.xyzx
add r2.xyz, r3.xyzx, r2.xyzx
mad r3.xyzw, r0.zwzw, l(-0.010000, -0.010000, 0.010000, 0.010000), r1.xyxy
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r3.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r3.zwzz, t0.xyzw, s0
add r2.xyz, r2.xyzx, r4.xyzx
add r2.xyz, r3.xyzx, r2.xyzx
mad r3.xyzw, r0.zwzw, l(0.020000, 0.020000, 0.030000, 0.030000), r1.xyxy
mad r0.xyzw, r0.xyzw, l(0.050000, 0.050000, 0.080000, 0.080000), r1.xyxy
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r3.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r3.zwzz, t0.xyzw, s0
add r2.xyz, r2.xyzx, r4.xyzx
add r2.xyz, r3.xyzx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r0.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.zwzz, t0.xyzw, s0
add r2.xyz, r2.xyzx, r3.xyzx
add r0.xyz, r0.xyzx, r2.xyzx
add r1.zw, v0.xxxy, -cb0[117].xxxy
mad r1.zw, r1.zzzw, cb0[118].zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r2.xy, r1.zwzz, v0.wwww
mov r2.z, v0.w
mul r2.xyz, r2.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
div r1.zw, r2.xxxy, r2.zzzz
mad r1.zw, r1.zzzw, cb0[54].xxxy, cb0[54].wwwz
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.zwzz, t0.xyzw, s0
mad r2.xyz, -r0.xyzx, l(0.0909090936, 0.0909090936, 0.0909090936, 0.000000), r2.xyzx
mul r0.xyz, r0.xyzx, l(0.0909090936, 0.0909090936, 0.0909090936, 0.000000)
mul r1.zw, cb0[118].xxxy, cb0[119].zzzw
div r1.xy, r1.xyxx, r1.zwzz
add r1.xz, r1.xxyx, l(-0.500000, 0.000000, -0.500000, 0.000000)
dp2 r0.w, r1.xzxx, r1.xzxx
sqrt r0.w, r0.w
div r0.w, r0.w, cb1[2].y
add r0.w, -r0.w, l(1.000000)
mul r1.x, r0.w, l(2.333000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, l(1.44269514)
exp r1.x, r1.x
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
add r1.x, -r1.x, l(1.000000)
ge r1.z, r0.w, l(0.000000)
lt r0.w, l(0.000010), |r0.w|
and r1.x, r1.x, r1.z
and r0.w, r0.w, r1.x
mad r0.xyz, r0.wwww, r2.xyzx, r0.xyzx
max r0.w, cb1[2].z, l(0.000000)
mul r0.w, r0.w, r0.w
mad r0.w, r0.w, l(-2.000000), r1.y
add_sat r0.w, r0.w, l(1.000000)
mad r0.xyz, r0.xyzx, r0.wwww, cb1[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

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