//Code Vein HUD PS 2.
// ---- Created with geo-11 v0.6.198 on Thu Jun 12 20:20:52 2025
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[2];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[128];
}

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,
  float4 v2 : ORIGINAL_POSITION0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  float correction : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4;
  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 = float2(-0.0333000012,0.00999999978) * cb1[127].zz;
  r0.xy = frac(r0.xy);
  r1.xy = float2(0.0399999991,-0.0199999996) * cb1[127].zz;
  r0.zw = frac(r1.xy);
  r1.xy = v4.xy * v4.zw;
  r0.yw = r1.xy * float2(0.699999988,0.400000006) + r0.wy;
  r0.xz = r1.xy * float2(0.666000009,0.200000003) + r0.xz;
  r2.xyz = t2.Sample(s2_s, r0.xz).xyz;
  r0.xyz = t2.Sample(s2_s, r0.yw).xyz;
  r3.xyz = float3(1,1,1) + -r0.xyz;
  r0.xyz = r2.xyz * r0.xyz;
  r0.xyz = r0.xyz + r0.xyz;
  r4.xyz = float3(-0.5,-0.5,-0.5) + r2.xyz;
  r2.xyz = cmp(r2.xyz >= float3(0.5,0.5,0.5));
  r4.xyz = -r4.xyz * float3(2,2,2) + float3(1,1,1);
  r3.xyz = -r3.xyz * r4.xyz + float3(1,1,1);
  r0.xyz = r2.xyz ? r3.xyz : r0.xyz;
  r1.zw = r1.xy * float2(0.300000012,0.150000006) + float2(0,0.699999988);
  r1.xy = float2(0.300000012,0.150000006) * r1.xy;
  r2.xyz = t0.Sample(s0_s, r1.xy).xyz;
  r2.xyz = float3(0.5,0.5,0.5) * r2.xyz;
  r1.xyzw = cb1[127].zzzz * float4(-0.0333000012,0.00999999978,0.00200000009,-0.00499999989) + r1.zwzw;
  r3.xyz = t1.Sample(s1_s, r1.zw).xyz;
  r1.xyz = t1.Sample(s1_s, r1.xy).xyz;
  r1.xzw = r1.xyz * r3.xyz;
  r1.xzw = max(float3(0,0,0), r1.xzw);
  r1.xzw = log2(r1.xzw);
  r1.xzw = float3(0.600000024,0.600000024,0.600000024) * r1.xzw;
  r1.xzw = exp2(r1.xzw);
  r1.xyz = r2.xyz * r1.yyy + r1.xzw;
  r0.xyz = abs(r0.xyz) * float3(1,0.236205935,0) + r1.xyz;
  r0.xyz = cb2[1].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 Thu Jun 12 20:20:52 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   xyzw        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[128], immediateIndexed
dcl_constantbuffer CB2[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_input_ps linear v1.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 5
mul r0.xy, cb1[127].zzzz, l(-0.033300, 0.010000, 0.000000, 0.000000)
frc r0.xy, r0.xyxx
mul r1.xy, cb1[127].zzzz, l(0.040000, -0.020000, 0.000000, 0.000000)
frc r0.zw, r1.xxxy
mul r1.xy, v4.zwzz, v4.xyxx
mad r0.yw, r1.xxxy, l(0.000000, 0.700000, 0.000000, 0.400000), r0.wwwy
mad r0.xz, r1.xxyx, l(0.666000, 0.000000, 0.200000, 0.000000), r0.xxzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xzxx, t2.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.ywyy, t2.xyzw, s2
add r3.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.xyz, r0.xyzx, r2.xyzx
add r0.xyz, r0.xyzx, r0.xyzx
add r4.xyz, r2.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
ge r2.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mad r4.xyz, -r4.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(1.000000, 1.000000, 1.000000, 0.000000)
mad r3.xyz, -r3.xyzx, r4.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
movc r0.xyz, r2.xyzx, r3.xyzx, r0.xyzx
mad r1.zw, r1.xxxy, l(0.000000, 0.000000, 0.300000, 0.150000), l(0.000000, 0.000000, 0.000000, 0.700000)
mul r1.xy, r1.xyxx, l(0.300000, 0.150000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.xyxx, t0.xyzw, s0
mul r2.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mad r1.xyzw, cb1[127].zzzz, l(-0.033300, 0.010000, 0.002000, -0.005000), r1.zwzw
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r1.zwzz, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t1.xyzw, s1
mul r1.xzw, r3.xxyz, r1.xxyz
max r1.xzw, r1.xxzw, l(0.000000, 0.000000, 0.000000, 0.000000)
log r1.xzw, r1.xxzw
mul r1.xzw, r1.xxzw, l(0.600000, 0.000000, 0.600000, 0.600000)
exp r1.xzw, r1.xxzw
mad r1.xyz, r2.xyzx, r1.yyyy, r1.xzwx
mad r0.xyz, |r0.xyzx|, l(1.000000, 0.236205935, 0.000000, 0.000000), r1.xyzx
add r0.xyz, r0.xyzx, cb2[1].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

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