//VoM radial blur PS 3. Screen border distortion.
// ---- Created with geo-11 v0.6.198 on Sun Jul 12 12:25:42 2026
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[3];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[139];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[46];
}




// 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.xyz = cb1[138].zwy / cb1[138].zzx;
  r1.xy = asuint(cb0[44].xy);
  r1.xy = v0.xy + -r1.xy;
  
  r1.x-=stereo.x*0.5/cb0[45].z;
  
  r2.xy = r1.xy * cb0[45].zw + float2(-0.5,-0.5);
  r2.z = r2.y * r0.z;
  r0.xy = float2(0.00100000005,0.00100000005) * r0.xy;
  r0.zw = r2.xz + r2.xz;
  r0.z = dot(r0.zw, r0.zw);
  r0.z = sqrt(r0.z);
  r0.w = log2(r0.z);
  r0.z = cmp(0 >= r0.z);
  r0.w = cb2[2].x * r0.w;
  r0.w = exp2(r0.w);
  r0.w = cb2[2].y * r0.w;
  r0.z = r0.z ? 0 : r0.w;
  r0.z = cb2[2].z + r0.z;
  r0.xy = r0.xy * r0.zz;
  r0.z = 0.333333343 * r0.z;
  r0.zw = r0.xy * r0.zz;
  r0.zw = r0.zw / cb1[138].zw;
  r0.zw = saturate(float2(-2,-2) + r0.zw);
  r1.zw = float2(0.001953125,0.001953125) * r1.xy;
  r1.z = t0.Sample(s0_s, r1.zw).x;
  r2.x = -0.5 + r1.z;
  r1.zw = r1.xy * float2(0.001953125,0.001953125) + float2(0.5,0.5);
  
  r1.x+=stereo.x*0.5/cb0[45].z;
  
  r1.xy = cb0[45].zw * r1.xy;
  r1.xy = r1.xy * cb0[5].xy + cb0[4].xy;
  r1.xy = max(cb0[6].xy, r1.xy);
  r1.xy = min(cb0[6].zw, r1.xy);
  r1.z = t0.Sample(s0_s, r1.zw).x;
  r2.y = -0.5 + r1.z;
  r0.xy = r2.xy * r0.xy;
  r0.xy = r0.zw * r0.xy + r1.xy;
  r0.xy = max(cb0[6].xy, r0.xy);
  r0.xy = min(cb0[6].zw, r0.xy);
  r0.xyz = t1.Sample(s1_s, r0.xy).xyz;
  r1.xyz = cb2[1].xyz + -r0.xyz;
  r0.xyz = cb2[2].www * r1.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 Sun Jul 12 12:25:42 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   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[46], immediateIndexed
dcl_constantbuffer CB1[139], immediateIndexed
dcl_constantbuffer CB2[3], 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_output o0.xyzw
dcl_temps 3
div r0.xyz, cb1[138].zwyz, cb1[138].zzxz
utof r1.xy, cb0[44].xyxx
add r1.xy, -r1.xyxx, v0.xyxx
mad r2.xy, r1.xyxx, cb0[45].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r2.z, r0.z, r2.y
mul r0.xy, r0.xyxx, l(0.001000, 0.001000, 0.000000, 0.000000)
add r0.zw, r2.xxxz, r2.xxxz
dp2 r0.z, r0.zwzz, r0.zwzz
sqrt r0.z, r0.z
log r0.w, r0.z
ge r0.z, l(0.000000), r0.z
mul r0.w, r0.w, cb2[2].x
exp r0.w, r0.w
mul r0.w, r0.w, cb2[2].y
movc r0.z, r0.z, l(0), r0.w
add r0.z, r0.z, cb2[2].z
mul r0.xy, r0.zzzz, r0.xyxx
mul r0.z, r0.z, l(0.333333343)
mul r0.zw, r0.zzzz, r0.xxxy
div r0.zw, r0.zzzw, cb1[138].zzzw
add_sat r0.zw, r0.zzzw, l(0.000000, 0.000000, -2.000000, -2.000000)
mul r1.zw, r1.xxxy, l(0.000000, 0.000000, 0.00195312500, 0.00195312500)
sample_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.yzxw, s0
add r2.x, r1.z, l(-0.500000)
mad r1.zw, r1.xxxy, l(0.000000, 0.000000, 0.00195312500, 0.00195312500), l(0.000000, 0.000000, 0.500000, 0.500000)
mul r1.xy, r1.xyxx, cb0[45].zwzz
mad r1.xy, r1.xyxx, cb0[5].xyxx, cb0[4].xyxx
max r1.xy, r1.xyxx, cb0[6].xyxx
min r1.xy, r1.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.yzxw, s0
add r2.y, r1.z, l(-0.500000)
mul r0.xy, r0.xyxx, r2.xyxx
mad r0.xy, r0.zwzz, r0.xyxx, r1.xyxx
max r0.xy, r0.xyxx, cb0[6].xyxx
min r0.xy, r0.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t1.xyzw, s1
add r1.xyz, -r0.xyzx, cb2[1].xyzx
mad r0.xyz, cb2[2].wwww, r1.xyzx, r0.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

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