//DQ11 HUD PS 3.
// ---- Created with geo-11 v0.6.198 on Mon Jun 16 18:59:32 2025
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[4];
}




// 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,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.x = t0.Sample(s0_s, v4.xy).w;
  r0.x = v1.w * r0.x;
  r0.y = cmp(cb0[0].y != 1.000000);
  r1.xyz = log2(v1.xyz);
  r1.xyz = cb0[0].xxx * r1.xyz;
  r2.xyz = exp2(r1.xyz);
  r3.xyz = float3(12.9200001,12.9200001,12.9200001) * r2.xyz;
  r2.xyz = cmp(r2.xyz >= float3(0.00313066994,0.00313066994,0.00313066994));
  r1.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r1.xyz = r1.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  r1.xyz = r2.xyz ? r1.xyz : r3.xyz;
  o0.xyz = r0.yyy ? r1.xyz : v1.xyz;
  r0.y = r0.x * -2 + 1;
  r0.x = cb0[2].x * r0.y + r0.x;
  r0.y = cmp(v2.z != 0.000000);
  r0.zw = -cb0[3].xy + v0.xy;
  r0.zw = r0.zw / cb0[3].zw;
  r1.x = t1.Sample(s1_s, r0.zw).x;
  r1.y = ddx_coarse(r0.z);
  r2.x = abs(r1.y);
  r1.y = ddy_coarse(r0.w);
  r3.x = abs(r1.y);
  r2.y = 0;
  r1.yz = r2.xy + r0.zw;
  r1.y = t1.Sample(s1_s, r1.yz).x;
  r2.z = -r2.x;
  r1.zw = r2.zy + r0.zw;
  r1.z = t1.Sample(s1_s, r1.zw).x;
  r3.y = 0;
  r2.yz = r3.yx + r0.zw;
  r1.w = t1.Sample(s1_s, r2.yz).x;
  r3.z = -r3.x;
  r2.yz = r3.yz + r0.zw;
  r2.y = t1.Sample(s1_s, r2.yz).x;
  r2.w = r3.x;
  r3.yz = r2.xw + r0.zw;
  r2.z = t1.Sample(s1_s, r3.yz).x;
  r4.z = r2.x;
  r4.w = -r3.x;
  r3.xy = r4.zw + r0.zw;
  r3.x = t1.Sample(s1_s, r3.xy).x;
  r4.xy = float2(-1,1) * r2.xw;
  r4.xyzw = r4.xyxw + r0.zwzw;
  r0.z = t1.Sample(s1_s, r4.xy).x;
  r0.w = t1.Sample(s1_s, r4.zw).x;
  if (r0.y != 0) {
    r0.y = cmp(v2.z < r1.x);
    if (r0.y != 0) {
      r0.y = cmp(r1.y < v2.z);
      r0.y = r0.y ? 1.000000 : 0;
      r1.x = cmp(r1.z < v2.z);
      r1.x = r1.x ? 1.000000 : 0;
      r0.y = r1.x + r0.y;
      r1.x = cmp(r1.w < v2.z);
      r1.x = r1.x ? 1.000000 : 0;
      r0.y = r1.x + r0.y;
      r1.x = cmp(r2.y < v2.z);
      r1.x = r1.x ? 1.000000 : 0;
      r0.y = r1.x + r0.y;
      r1.x = cmp(r2.z < v2.z);
      r1.y = cmp(r3.x < v2.z);
      r1.xy = r1.xy ? float2(1,1) : 0;
      r1.x = r1.x + r1.y;
      r0.zw = cmp(r0.zw < v2.zz);
      r0.zw = r0.zw ? float2(1,1) : 0;
      r0.z = r1.x + r0.z;
      r0.z = r0.z + r0.w;
      r0.z = 0.125 * r0.z;
      r0.y = r0.y * 0.25 + r0.z;
      r0.y = min(1, r0.y);
      o0.w = r0.x * r0.y;
    } else {
      o0.w = r0.x;
    }
  } else {
    o0.w = r0.x;
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Mon Jun 16 18:59:32 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyz         2     NONE   float     z
// TEXCOORD                 0   xy          3     NONE   float
// TEXCOORD                 1   xyzw        4     NONE   float   xy
//
//
// 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[4], 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_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.z
dcl_input_ps linear v4.xy
dcl_output o0.xyzw
dcl_temps 5
sample_indexable(texture2d)(float,float,float,float) r0.x, v4.xyxx, t0.wxyz, s0
mul r0.x, r0.x, v1.w
ne r0.y, cb0[0].y, l(1.000000)
log r1.xyz, v1.xyzx
mul r1.xyz, r1.xyzx, cb0[0].xxxx
exp r2.xyz, r1.xyzx
mul r3.xyz, r2.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000)
ge r2.xyz, r2.xyzx, l(0.00313066994, 0.00313066994, 0.00313066994, 0.000000)
mul r1.xyz, r1.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r1.xyz, r1.xyzx
mad r1.xyz, r1.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
movc r1.xyz, r2.xyzx, r1.xyzx, r3.xyzx
movc o0.xyz, r0.yyyy, r1.xyzx, v1.xyzx
mad r0.y, r0.x, l(-2.000000), l(1.000000)
mad r0.x, cb0[2].x, r0.y, r0.x
ne r0.y, v2.z, l(0.000000)
add r0.zw, v0.xxxy, -cb0[3].xxxy
div r0.zw, r0.zzzw, cb0[3].zzzw
sample_indexable(texture2d)(float,float,float,float) r1.x, r0.zwzz, t1.xyzw, s1
deriv_rtx_coarse r1.y, r0.z
mov r2.x, |r1.y|
deriv_rty_coarse r1.y, r0.w
mov r3.x, |r1.y|
mov r2.y, l(0)
add r1.yz, r0.zzwz, r2.xxyx
sample_indexable(texture2d)(float,float,float,float) r1.y, r1.yzyy, t1.yxzw, s1
mov r2.z, -r2.x
add r1.zw, r0.zzzw, r2.zzzy
sample_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t1.yzxw, s1
mov r3.y, l(0)
add r2.yz, r0.zzwz, r3.yyxy
sample_indexable(texture2d)(float,float,float,float) r1.w, r2.yzyy, t1.yzwx, s1
mov r3.z, -r3.x
add r2.yz, r0.zzwz, r3.yyzy
sample_indexable(texture2d)(float,float,float,float) r2.y, r2.yzyy, t1.yxzw, s1
mov r2.w, r3.x
add r3.yz, r0.zzwz, r2.xxwx
sample_indexable(texture2d)(float,float,float,float) r2.z, r3.yzyy, t1.yzxw, s1
mov r4.z, r2.x
mov r4.w, -r3.x
add r3.xy, r0.zwzz, r4.zwzz
sample_indexable(texture2d)(float,float,float,float) r3.x, r3.xyxx, t1.xyzw, s1
mul r4.xy, r2.xwxx, l(-1.000000, 1.000000, 0.000000, 0.000000)
add r4.xyzw, r0.zwzw, r4.xyxw
sample_indexable(texture2d)(float,float,float,float) r0.z, r4.xyxx, t1.yzxw, s1
sample_indexable(texture2d)(float,float,float,float) r0.w, r4.zwzz, t1.yzwx, s1
if_nz r0.y
  lt r0.y, v2.z, r1.x
  if_nz r0.y
    lt r0.y, r1.y, v2.z
    and r0.y, r0.y, l(0x3f800000)
    lt r1.x, r1.z, v2.z
    and r1.x, r1.x, l(0x3f800000)
    add r0.y, r0.y, r1.x
    lt r1.x, r1.w, v2.z
    and r1.x, r1.x, l(0x3f800000)
    add r0.y, r0.y, r1.x
    lt r1.x, r2.y, v2.z
    and r1.x, r1.x, l(0x3f800000)
    add r0.y, r0.y, r1.x
    lt r1.x, r2.z, v2.z
    lt r1.y, r3.x, v2.z
    and r1.xy, r1.xyxx, l(0x3f800000, 0x3f800000, 0, 0)
    add r1.x, r1.y, r1.x
    lt r0.zw, r0.zzzw, v2.zzzz
    and r0.zw, r0.zzzw, l(0, 0, 0x3f800000, 0x3f800000)
    add r0.z, r0.z, r1.x
    add r0.z, r0.w, r0.z
    mul r0.z, r0.z, l(0.125000)
    mad r0.y, r0.y, l(0.250000), r0.z
    min r0.y, r0.y, l(1.000000)
    mul o0.w, r0.y, r0.x
  else
    mov o0.w, r0.x
  endif
else
  mov o0.w, r0.x
endif
ret
// Approximately 0 instruction slots used

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