//DQ11 vignette PS real?
// ---- Created with geo-11 v0.6.198 on Mon Jun 16 23:53:28 2025
Texture2D<float4> t5 : register(t5);

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 s5_s : register(s5);

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 cb2 : register(b2)
{
  float4 cb2[26];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[21];
}




// 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;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = cb1[130].z / cb2[17].y;
  r0.x = floor(r0.x);
  r0.x = cb2[17].y * r0.x;
  r0.x = cb2[17].z * r0.x;
  r0.y = 0.0628318563 * r0.x;
  r0.y = cos(r0.y);
  r0.x = r0.y * r0.x;
  r0.x = 6.28318548 * r0.x;
  r0.x = cos(r0.x);
  r0.x = cb2[17].w * r0.x;
  r0.y = frac(r0.x);
  r0.x = 0;
  r0.zw = cb1[121].zw * cb1[120].xy;
  r1.yz = cb1[121].zw * v0.xy;
  r0.zw = r1.yz / r0.zw;
  r0.xy = r0.zw * cb2[3].xy + r0.xy;
  r0.x = t2.Sample(s2_s, r0.xy).x;
  r0.y = cb2[18].z * cb1[130].z;
  r2.xyzw = cb2[4].xyxy * r0.zwzw;
  r2.xyzw = r0.yyyy * float4(-0.5,-0.300000012,0.800000012,0.600000024) + r2.xyzw;
  r0.y = t3.Sample(s3_s, r2.xy).x;
  r1.y = t3.Sample(s3_s, r2.zw).x;
  r0.y = r1.y * r0.y;
  r0.y = cb2[19].y * r0.y;
  r0.x = r0.x * r0.y;
  r1.yw = float2(-0.5,-0.5) + r0.zw;
  
  r1.y-=stereo.x*0.5;
  
  r0.y = dot(r1.yw, r1.yw);
  r0.y = sqrt(r0.y);
  r0.y = -r0.y * cb2[20].x + 1;
  r0.y = saturate(cb2[21].x * r0.y);
  r0.y = 1 + -r0.y;
  r0.y = cb2[21].y * r0.y;
  r0.x = r0.x * r0.y;
  r0.y = cb1[130].z / cb2[15].w;
  r0.y = floor(r0.y);
  r0.y = cb2[15].w * r0.y;
  r0.y = cb2[16].x * r0.y;
  r1.y = 0.06150309 * r0.y;
  r1.y = sin(r1.y);
  r0.y = r1.y * r0.y;
  r0.y = 6.28318548 * r0.y;
  r0.y = cos(r0.y);
  r0.y = cb2[16].y * r0.y;
  r2.w = frac(r0.y);
  r2.xz = float2(0,0);
  r1.yw = r0.zw * cb2[2].xy + r2.zw;
  r0.y = t1.Sample(s1_s, r1.yw).x;
  r0.y = cb2[17].x * r0.y;
  r0.x = r0.y * r0.x;
  r0.y = cb1[130].z / cb2[14].x;
  r0.y = floor(r0.y);
  r0.y = cb2[14].x * r0.y;
  r0.y = cb2[14].y * r0.y;
  r1.y = 0.06150309 * r0.y;
  r1.y = sin(r1.y);
  r0.y = r1.y * r0.y;
  r0.y = 6.28318548 * r0.y;
  r0.y = cos(r0.y);
  r0.y = cb2[14].z * r0.y;
  r2.y = frac(r0.y);
  r1.yw = r0.zw * cb2[1].xy + r2.xy;
  r0.y = t0.Sample(s0_s, r1.yw).x;
  r0.y = cb2[15].y * r0.y;
  r1.y = cb2[15].z * cb1[130].z;
  r1.y = 6.28318548 * r1.y;
  r1.y = sin(r1.y);
  r0.y = r1.y * r0.y;
  r0.x = r1.y * r0.x + -r0.y;
  r0.x = cb2[21].z * r0.x + r0.y;
  r1.x = v0.x * cb1[121].z + r0.x;
  r0.xy = max(cb0[9].xy, r1.xz);
  r0.xy = min(cb0[9].zw, r0.xy);
  r1.xyz = t5.Sample(s5_s, r0.xy).xyz;
  r0.xy = -cb1[119].xy + v0.xy;
  r0.xy = r0.xy * cb1[120].zw + float2(-0.5,-0.5);
  r2.xy = v0.ww * r0.xy;
  r2.z = v0.w;
  r2.xyz = float3(2,-2,1) * r2.xyz;
  r0.xy = r2.xy / r2.zz;
  r0.xy = r0.xy * cb1[54].xy + cb1[54].wz;
  r2.xyz = t5.Sample(s5_s, r0.xy).xyz;
  r0.x = frac(cb1[130].z);
  r0.x = cb1[130].z * r0.x;
  r0.xy = float2(54.0181046,75.1040115) * r0.xx;
  r0.xy = frac(r0.xy);
  r0.xy = r0.zw * cb2[21].ww + r0.xy;
  r0.zw = -cb2[7].xy + r0.zw;
  
  r0.z-=stereo.x*0.5;
  
  r0.z = dot(r0.zw, r0.zw);
  r0.z = sqrt(r0.z);
  r0.z = -r0.z * cb2[24].x + 1;
  r0.z = saturate(cb2[25].x * r0.z);
  r0.x = t4.Sample(s4_s, r0.xy).x;
  r0.x = cb2[22].x * -r0.x + 1;
  r0.xyw = r1.xyz * r0.xxx + -r2.xyz;
  r0.xyw = cb2[22].yyy * r0.xyw + r2.xyz;
  r1.xyz = max(float3(0,0,0), r0.xyw);
  r1.xyz = log2(r1.xyz);
  r1.xyz = cb2[22].zzz * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r1.xyz = cb2[22].www * r1.xyz;
  r1.w = cb0[20].w * r0.z;
  r0.z = 1 + -r0.z;
  r0.z = cb2[25].y * r0.z;
  r0.xyw = r1.xyz * r1.www + r0.xyw;
  r1.xyz = cb2[9].xyz * r0.zzz + -r0.xyw;
  r0.xyz = r0.zzz * r1.xyz + r0.xyw;
  r0.xyz = cb2[12].xyz + r0.xyz;
  r0.xyz = cb2[13].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 Mon Jun 16 23:53:28 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[21], immediateIndexed
dcl_constantbuffer CB1[131], immediateIndexed
dcl_constantbuffer CB2[26], 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_sampler s5, 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_resource_texture2d (float,float,float,float) t5
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_output o0.xyzw
dcl_temps 3
div r0.x, cb1[130].z, cb2[17].y
round_ni r0.x, r0.x
mul r0.x, r0.x, cb2[17].y
mul r0.x, r0.x, cb2[17].z
mul r0.y, r0.x, l(0.0628318563)
sincos null, r0.y, r0.y
mul r0.x, r0.x, r0.y
mul r0.x, r0.x, l(6.28318548)
sincos null, r0.x, r0.x
mul r0.x, r0.x, cb2[17].w
frc r0.y, r0.x
mov r0.x, l(0)
mul r0.zw, cb1[120].xxxy, cb1[121].zzzw
mul r1.yz, v0.xxyx, cb1[121].zzwz
div r0.zw, r1.yyyz, r0.zzzw
mad r0.xy, r0.zwzz, cb2[3].xyxx, r0.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s2
mul r0.y, cb1[130].z, cb2[18].z
mul r2.xyzw, r0.zwzw, cb2[4].xyxy
mad r2.xyzw, r0.yyyy, l(-0.500000, -0.300000, 0.800000, 0.600000), r2.xyzw
sample_indexable(texture2d)(float,float,float,float) r0.y, r2.xyxx, t3.yxzw, s3
sample_indexable(texture2d)(float,float,float,float) r1.y, r2.zwzz, t3.yxzw, s3
mul r0.y, r0.y, r1.y
mul r0.y, r0.y, cb2[19].y
mul r0.x, r0.y, r0.x
add r1.yw, r0.zzzw, l(0.000000, -0.500000, 0.000000, -0.500000)
dp2 r0.y, r1.ywyy, r1.ywyy
sqrt r0.y, r0.y
mad r0.y, -r0.y, cb2[20].x, l(1.000000)
mul_sat r0.y, r0.y, cb2[21].x
add r0.y, -r0.y, l(1.000000)
mul r0.y, r0.y, cb2[21].y
mul r0.x, r0.y, r0.x
div r0.y, cb1[130].z, cb2[15].w
round_ni r0.y, r0.y
mul r0.y, r0.y, cb2[15].w
mul r0.y, r0.y, cb2[16].x
mul r1.y, r0.y, l(0.0615030900)
sincos r1.y, null, r1.y
mul r0.y, r0.y, r1.y
mul r0.y, r0.y, l(6.28318548)
sincos null, r0.y, r0.y
mul r0.y, r0.y, cb2[16].y
frc r2.w, r0.y
mov r2.xz, l(0,0,0,0)
mad r1.yw, r0.zzzw, cb2[2].xxxy, r2.zzzw
sample_indexable(texture2d)(float,float,float,float) r0.y, r1.ywyy, t1.yxzw, s1
mul r0.y, r0.y, cb2[17].x
mul r0.x, r0.x, r0.y
div r0.y, cb1[130].z, cb2[14].x
round_ni r0.y, r0.y
mul r0.y, r0.y, cb2[14].x
mul r0.y, r0.y, cb2[14].y
mul r1.y, r0.y, l(0.0615030900)
sincos r1.y, null, r1.y
mul r0.y, r0.y, r1.y
mul r0.y, r0.y, l(6.28318548)
sincos null, r0.y, r0.y
mul r0.y, r0.y, cb2[14].z
frc r2.y, r0.y
mad r1.yw, r0.zzzw, cb2[1].xxxy, r2.xxxy
sample_indexable(texture2d)(float,float,float,float) r0.y, r1.ywyy, t0.yxzw, s0
mul r0.y, r0.y, cb2[15].y
mul r1.y, cb1[130].z, cb2[15].z
mul r1.y, r1.y, l(6.28318548)
sincos r1.y, null, r1.y
mul r0.y, r0.y, r1.y
mad r0.x, r1.y, r0.x, -r0.y
mad r0.x, cb2[21].z, r0.x, r0.y
mad r1.x, v0.x, cb1[121].z, r0.x
max r0.xy, r1.xzxx, cb0[9].xyxx
min r0.xy, r0.xyxx, cb0[9].zwzz
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t5.xyzw, s5
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 r2.xy, r0.xyxx, v0.wwww
mov r2.z, v0.w
mul r2.xyz, r2.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
div r0.xy, r2.xyxx, r2.zzzz
mad r0.xy, r0.xyxx, cb1[54].xyxx, cb1[54].wzww
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t5.xyzw, s5
frc r0.x, cb1[130].z
mul r0.x, r0.x, cb1[130].z
mul r0.xy, r0.xxxx, l(54.018105, 75.104012, 0.000000, 0.000000)
frc r0.xy, r0.xyxx
mad r0.xy, r0.zwzz, cb2[21].wwww, r0.xyxx
add r0.zw, r0.zzzw, -cb2[7].xxxy
dp2 r0.z, r0.zwzz, r0.zwzz
sqrt r0.z, r0.z
mad r0.z, -r0.z, cb2[24].x, l(1.000000)
mul_sat r0.z, r0.z, cb2[25].x
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t4.xyzw, s4
mad r0.x, cb2[22].x, -r0.x, l(1.000000)
mad r0.xyw, r1.xyxz, r0.xxxx, -r2.xyxz
mad r0.xyw, cb2[22].yyyy, r0.xyxw, r2.xyxz
max r1.xyz, r0.xywx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, cb2[22].zzzz
exp r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, cb2[22].wwww
mul r1.w, r0.z, cb0[20].w
add r0.z, -r0.z, l(1.000000)
mul r0.z, r0.z, cb2[25].y
mad r0.xyw, r1.xyxz, r1.wwww, r0.xyxw
mad r1.xyz, cb2[9].xyzx, r0.zzzz, -r0.xywx
mad r0.xyz, r0.zzzz, r1.xyzx, r0.xywx
add r0.xyz, r0.xyzx, cb2[12].xyzx
add r0.xyz, r0.xyzx, cb2[13].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

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