//Code Vein distant fog PS 1.
// ---- Created with geo-11 v0.6.198 on Sat Jun  7 15:16:47 2025
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[56];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




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


void main(
  float4 v0 : TEXCOORD0,
  float3 v1 : TEXCOORD1,
  float4 v2 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = t0.SampleLevel(s0_s, v0.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;
  
  float fov = cb1[24].x*cb1[24].x;
  v1.x+=stereo.x*(stereo.y/r0.x-1)*cb1[0].x/fov;
  v1.y+=stereo.x*(stereo.y/r0.x-1)*cb1[1].x/fov;
  v1.z+=stereo.x*(stereo.y/r0.x-1)*cb1[2].x/fov;
  
  r0.yzw = v1.xyz * r0.xxx;
  r0.y = dot(r0.yzw, r0.yzw);
  r0.z = rsqrt(r0.y);
  r0.y = r0.y * r0.z;
  r1.x = max(0, cb0[0].w);
  r1.y = r1.x * r0.z;
  r0.z = -r1.x * r0.z + 1;
  r1.x = cmp(0 < r1.x);
  r0.z = r0.z * r0.y;
  r0.z = r1.x ? r0.z : r0.y;
  r0.y = cmp(cb0[2].w < r0.y);
  r1.z = r1.y * r0.w;
  r1.y = r1.y * r0.w + cb1[55].z;
  r1.y = -cb0[2].y + r1.y;
  r1.y = cb0[0].y * r1.y;
  r1.y = max(-127, r1.y);
  r1.y = exp2(-r1.y);
  r1.y = cb0[2].x * r1.y;
  r1.y = r1.x ? r1.y : cb0[0].x;
  r0.x = v1.z * r0.x + -r1.z;
  r0.x = r1.x ? r0.x : r0.w;
  r0.x = cb0[0].y * r0.x;
  r0.x = max(-127, r0.x);
  r0.w = exp2(-r0.x);
  r0.w = 1 + -r0.w;
  r0.w = r0.w / r0.x;
  r1.x = -r0.x * 0.240226507 + 0.693147182;
  r0.x = cmp(0.00999999978 < abs(r0.x));
  r0.x = r0.x ? r0.w : r1.x;
  r0.x = r1.y * r0.x;
  r0.x = r0.x * r0.z;
  r0.x = exp2(-r0.x);
  r0.x = min(1, r0.x);
  r0.x = max(cb0[1].w, r0.x);
  r0.z = cmp(0 < cb0[2].w);
  r0.y = r0.y ? r0.z : 0;
  r0.x = r0.y ? 1 : r0.x;
  r0.y = 1 + -r0.x;
  o0.w = r0.x;
  r0.xyz = cb0[1].xyz * r0.yyy;
  r0.w = t1.Sample(s1_s, v0.xy).x;
  o0.xyz = r0.xyz * r0.www;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Jun  7 15:16:47 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// SV_POSITION              0   xyzw        2      POS   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[3], immediateIndexed
dcl_constantbuffer CB1[56], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 2
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.xyzw, s0, 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
mul r0.yzw, r0.xxxx, v1.xxyz
dp3 r0.y, r0.yzwy, r0.yzwy
rsq r0.z, r0.y
mul r0.y, r0.z, r0.y
max r1.x, cb0[0].w, l(0.000000)
mul r1.y, r0.z, r1.x
mad r0.z, -r1.x, r0.z, l(1.000000)
lt r1.x, l(0.000000), r1.x
mul r0.z, r0.y, r0.z
movc r0.z, r1.x, r0.z, r0.y
lt r0.y, cb0[2].w, r0.y
mul r1.z, r0.w, r1.y
mad r1.y, r1.y, r0.w, cb1[55].z
add r1.y, r1.y, -cb0[2].y
mul r1.y, r1.y, cb0[0].y
max r1.y, r1.y, l(-127.000000)
exp r1.y, -r1.y
mul r1.y, r1.y, cb0[2].x
movc r1.y, r1.x, r1.y, cb0[0].x
mad r0.x, v1.z, r0.x, -r1.z
movc r0.x, r1.x, r0.x, r0.w
mul r0.x, r0.x, cb0[0].y
max r0.x, r0.x, l(-127.000000)
exp r0.w, -r0.x
add r0.w, -r0.w, l(1.000000)
div r0.w, r0.w, r0.x
mad r1.x, -r0.x, l(0.240226507), l(0.693147182)
lt r0.x, l(0.010000), |r0.x|
movc r0.x, r0.x, r0.w, r1.x
mul r0.x, r0.x, r1.y
mul r0.x, r0.z, r0.x
exp r0.x, -r0.x
min r0.x, r0.x, l(1.000000)
max r0.x, r0.x, cb0[1].w
lt r0.z, l(0.000000), cb0[2].w
and r0.y, r0.y, r0.z
movc r0.x, r0.y, l(1.000000), r0.x
add r0.y, -r0.x, l(1.000000)
mov o0.w, r0.x
mul r0.xyz, r0.yyyy, cb0[1].xyzx
sample_indexable(texture2d)(float,float,float,float) r0.w, v0.xyxx, t1.yzwx, s1
mul o0.xyz, r0.wwww, r0.xyzx
ret
// Approximately 0 instruction slots used

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