//DQ11 HUD PS 5.
// ---- Created with geo-11 v0.6.198 on Mon Jun 16 19:18:06 2025
Texture2D<float4> t4 : register(t4);

Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s4_s : register(s4);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[11];
}

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 : SV_POSITION0,
  float4 v1 : COLOR0,
  float3 v2 : ORIGINAL_POSITION0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  float correction : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams10 = IniParams.Load(int2(10,0));
  float4 iniparams11 = IniParams.Load(int2(11,0));
  float4 scissor_rect = IniParams[84].xyzw;
  scissor_rect.xz += floor(correction * IniParams[85].x * 0.5);
  if (any(v0.xy < scissor_rect.xy) || any(v0.xy >= scissor_rect.zw)) {
    discard;
    return;
  }
  
  r0.xy = v4.xy * v4.zw;
  r0.zw = r0.xy * cb1[2].xy + cb1[3].xy;
  r1.x = t3.Sample(s3_s, r0.zw).x;
  r2.xyzw = t1.Sample(s1_s, r0.zw).xyzw;
  r1.yzw = t2.Sample(s2_s, r0.zw).xyz;
  r1.yzw = r1.yzw + -r2.xyz;
  r0.z = -1 + r2.w;
  r0.z = r2.w * r1.x + -r0.z;
  r1.xyz = r0.zzz * r1.yzw + r2.xyz;
  r2.xyzw = t4.Sample(s4_s, r0.xy).xyzw;
  r0.xy = r0.xy * cb1[2].xy + cb1[6].xy;
  r0.xy = r0.xy / cb1[9].xy;
  r2.xyz = r2.xyz + -r1.xyz;
  r1.xyz = r2.www * r2.xyz + r1.xyz;
  r0.zw = float2(-0.5,-0.5) + r0.xy;
  r2.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.xy = -abs(r0.zw) * float2(2,2) + float2(1,1);
  r0.xy = saturate(float2(100000,100000) * r0.xy);
  r0.z = r0.x * r0.y;
  r0.x = -r0.x * r0.y + 1;
  r0.yzw = r0.zzz * r1.xyz;
  r0.xyz = r0.xxx * r2.xyz + r0.yzw;
  r0.xyz = cb1[10].xyz + r0.xyz;
  r0.xyz = max(float3(0,0,0), r0.xyz);
  r0.xyz = v1.xyz * r0.xyz;
  r1.xyz = log2(r0.xyz);
  r1.xyz = cb0[2].xxx * r1.xyz;
  r2.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r2.xyz = exp2(r2.xyz);
  r2.xyz = r2.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  r3.xyz = float3(12.9200001,12.9200001,12.9200001) * r1.xyz;
  r1.xyz = cmp(r1.xyz >= float3(0.00313066994,0.00313066994,0.00313066994));
  r1.xyz = r1.xyz ? r2.xyz : r3.xyz;
  r0.w = cmp(cb0[2].y != 1.000000);
  o0.xyz = r0.www ? r1.xyz : r0.xyz;
  o0.w = v1.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Mon Jun 16 19:18:06 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyz         2     NONE   float
// TEXCOORD                 0   xy          3     NONE   float
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
//
//
// 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[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, 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_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 4
mul r0.xy, v4.zwzz, v4.xyxx
mad r0.zw, r0.xxxy, cb1[2].xxxy, cb1[3].xxxy
sample_indexable(texture2d)(float,float,float,float) r1.x, r0.zwzz, t3.xyzw, s3
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.zwzz, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r1.yzw, r0.zwzz, t2.wxyz, s2
add r1.yzw, -r2.xxyz, r1.yyzw
add r0.z, r2.w, l(-1.000000)
mad r0.z, r2.w, r1.x, -r0.z
mad r1.xyz, r0.zzzz, r1.yzwy, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xyxx, t4.xyzw, s4
mad r0.xy, r0.xyxx, cb1[2].xyxx, cb1[6].xyxx
div r0.xy, r0.xyxx, cb1[9].xyxx
add r2.xyz, -r1.xyzx, r2.xyzx
mad r1.xyz, r2.wwww, r2.xyzx, r1.xyzx
add r0.zw, r0.xxxy, l(0.000000, 0.000000, -0.500000, -0.500000)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
mad r0.xy, -|r0.zwzz|, l(2.000000, 2.000000, 0.000000, 0.000000), l(1.000000, 1.000000, 0.000000, 0.000000)
mul_sat r0.xy, r0.xyxx, l(100000.000000, 100000.000000, 0.000000, 0.000000)
mul r0.z, r0.y, r0.x
mad r0.x, -r0.x, r0.y, l(1.000000)
mul r0.yzw, r1.xxyz, r0.zzzz
mad r0.xyz, r0.xxxx, r2.xyzx, r0.yzwy
add r0.xyz, r0.xyzx, cb1[10].xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.xyz, r0.xyzx, v1.xyzx
log r1.xyz, r0.xyzx
mul r1.xyz, r1.xyzx, cb0[2].xxxx
mul r2.xyz, r1.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r1.xyz, r1.xyzx
exp r2.xyz, r2.xyzx
mad r2.xyz, r2.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
mul r3.xyz, r1.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000)
ge r1.xyz, r1.xyzx, l(0.00313066994, 0.00313066994, 0.00313066994, 0.000000)
movc r1.xyz, r1.xyzx, r2.xyzx, r3.xyzx
ne r0.w, cb0[2].y, l(1.000000)
movc o0.xyz, r0.wwww, r1.xyzx, r0.xyzx
mov o0.w, v1.w
ret
// Approximately 0 instruction slots used

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