//ToM water dithering PS 1.
// ---- Created with geo-11 v0.6.198 on Sun Jun 21 16:01:23 2026
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 cb1 : register(b1)
{
  float4 cb1[9];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[147];
}




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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  uint v2 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xz = float2(0,0);
  r0.yw = float2(0.00999999978,0.0199999996) * cb0[136].zz;
  r0.xyzw = v1.xyxy + r0.xyzw;
  r0.x = t0.SampleBias(s0_s, r0.xy, cb0[137].y).x;
  r0.y = t0.SampleBias(s0_s, r0.zw, cb0[137].y).y;
  r0.x = r0.x + -r0.y;
  r0.x = v1.y + r0.x;
  r1.xy = float2(3,3) * v1.yx;
  r0.y = r0.x * 3 + r1.x;
  r0.x = 3 * v1.x;
  r2.xz = float2(0,0);
  r2.yw = float2(0.0250000004,0.200000003) * cb0[136].zz;
  r0.xz = r0.xy * cb1[6].ww + r2.zw;
  r1.z = 0.75 + r0.y;
  r0.yw = r2.xy + r1.yz;
  r1.x = cb1[8].z * r1.z;
  r1.x = 0.125 * r1.x;
  r1.y = cb0[136].z * cb1[8].y + r1.x;
  r0.y = t1.SampleBias(s1_s, r0.yw, cb0[137].y).w;
  r0.x = t1.SampleBias(s1_s, r0.xz, cb0[137].y).z;
  r0.x = cb1[7].y + r0.x;
  r0.x = 1 + -r0.x;
  r0.z = cb1[7].z * r0.y;
  r0.y = cb1[6].y * r0.y;
  r0.y = cb1[6].z * r0.y;
  r0.x = r0.x * r0.z;
  r0.x = v1.y * r0.x;
  r0.x = cb1[7].w * r0.x;
  r0.x = max(r0.y, r0.x);
  r0.y = cb1[2].x * r0.x;
  r0.x = -r0.x * cb1[2].x + cb1[4].x;
  r1.x = v1.x;
  r0.zw = t1.SampleBias(s1_s, r1.xy, cb0[137].y).xy;
  r0.z = max(r0.z, r0.w);
  r0.z = v1.y * r0.z;
  r0.x = r0.z * r0.x + r0.y;
  r0.yz = -cb0[125].xy + v0.xy;
  
  r0.y+=stereo.x*(1-stereo.y/v0.w)*-0.5;
  
  r1.xy = cb0[146].xx + r0.yz;
  r0.yz = float2(0.015625,0.015625) * r0.yz;
  r0.y = t2.SampleBias(s2_s, r0.yz, cb0[137].y).x;
  r0.zw = (uint2)r1.xy;
  r0.w = (uint)r0.w << 1;
  r0.z = (int)r0.w + (int)r0.z;
  r0.z = (uint)r0.z % 5;
  r0.z = (uint)r0.z;
  r0.y = r0.z + r0.y;
  r0.y = 0.166666672 * r0.y;
  r0.z = -0.0500000007 + v1.x;
  r1.xy = float2(0.949999988,0.949999988) + -v1.xy;
  r1.xy = float2(5,3) * r1.yx;
  r0.z = r1.y * r0.z;
  r1.x = saturate(r1.x);
  r0.z = saturate(3 * r0.z);
  r0.z = cb1[8].w + r0.z;
  r0.z = saturate(r0.z * r1.x);
  r0.x = r0.z * r0.x + r0.y;
  r0.x = -0.833299994 + r0.x;
  r0.x = cmp(r0.x < 0);
  if (r0.x != 0) discard;
  o0.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sun Jun 21 16:01:23 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// SV_IsFrontFace           0   x           2    FFACE    uint
//
//
// 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[147], immediateIndexed
dcl_constantbuffer CB1[9], 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_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
mov r0.xz, l(0,0,0,0)
mul r0.yw, cb0[136].zzzz, l(0.000000, 0.010000, 0.000000, 0.020000)
add r0.xyzw, r0.xyzw, v1.xyxy
sample_b_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0, cb0[137].y
sample_b_indexable(texture2d)(float,float,float,float) r0.y, r0.zwzz, t0.xyzw, s0, cb0[137].y
add r0.x, -r0.y, r0.x
add r0.x, r0.x, v1.y
mul r1.xy, v1.yxyy, l(3.000000, 3.000000, 0.000000, 0.000000)
mad r0.y, r0.x, l(3.000000), r1.x
mul r0.x, v1.x, l(3.000000)
mov r2.xz, l(0,0,0,0)
mul r2.yw, cb0[136].zzzz, l(0.000000, 0.025000, 0.000000, 0.200000)
mad r0.xz, r0.xxyx, cb1[6].wwww, r2.zzwz
add r1.z, r0.y, l(0.750000)
add r0.yw, r1.yyyz, r2.xxxy
mul r1.x, r1.z, cb1[8].z
mul r1.x, r1.x, l(0.125000)
mad r1.y, cb0[136].z, cb1[8].y, r1.x
sample_b_indexable(texture2d)(float,float,float,float) r0.y, r0.ywyy, t1.xwyz, s1, cb0[137].y
sample_b_indexable(texture2d)(float,float,float,float) r0.x, r0.xzxx, t1.zxyw, s1, cb0[137].y
add r0.x, r0.x, cb1[7].y
add r0.x, -r0.x, l(1.000000)
mul r0.z, r0.y, cb1[7].z
mul r0.y, r0.y, cb1[6].y
mul r0.y, r0.y, cb1[6].z
mul r0.x, r0.z, r0.x
mul r0.x, r0.x, v1.y
mul r0.x, r0.x, cb1[7].w
max r0.x, r0.x, r0.y
mul r0.y, r0.x, cb1[2].x
mad r0.x, -r0.x, cb1[2].x, cb1[4].x
mov r1.x, v1.x
sample_b_indexable(texture2d)(float,float,float,float) r0.zw, r1.xyxx, t1.zwxy, s1, cb0[137].y
max r0.z, r0.w, r0.z
mul r0.z, r0.z, v1.y
mad r0.x, r0.z, r0.x, r0.y
add r0.yz, v0.xxyx, -cb0[125].xxyx
add r1.xy, r0.yzyy, cb0[146].xxxx
mul r0.yz, r0.yyzy, l(0.000000, 0.015625, 0.015625, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t2.yxzw, s2, cb0[137].y
ftou r0.zw, r1.xxxy
ishl r0.w, r0.w, l(1)
iadd r0.z, r0.w, r0.z
udiv null, r0.z, r0.z, l(5)
utof r0.z, r0.z
add r0.y, r0.y, r0.z
mul r0.y, r0.y, l(0.166666672)
add r0.z, v1.x, l(-0.050000)
add r1.xy, -v1.xyxx, l(0.950000, 0.950000, 0.000000, 0.000000)
mul r1.xy, r1.yxyy, l(5.000000, 3.000000, 0.000000, 0.000000)
mul r0.z, r0.z, r1.y
mov_sat r1.x, r1.x
mul_sat r0.z, r0.z, l(3.000000)
add r0.z, r0.z, cb1[8].w
mul_sat r0.z, r1.x, r0.z
mad r0.x, r0.z, r0.x, r0.y
add r0.x, r0.x, l(-0.833300)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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