//VoM radial blur PS 2. Chromatic aberration.
// ---- Created with geo-11 v0.6.198 on Sun Jul 12 12:26:08 2026
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

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.x = cb1[138].z / cb1[138].w;
  r0.yz = asuint(cb0[44].xy);
  r0.yz = v0.xy + -r0.yz;
  
  r0.y-=stereo.x/cb0[45].z;
  
  r1.xy = r0.yz * cb0[45].zw + float2(-0.5,-0.5);
  r0.yz = cb0[45].zw * r0.yz;
  r1.z = r1.y * r0.x;
  r0.xw = r1.xz + r1.xz;
  r0.x = dot(r0.xw, r0.xw);
  r0.x = sqrt(r0.x);
  r0.w = log2(r0.x);
  r0.x = cmp(0 >= r0.x);
  r0.w = cb2[2].x * r0.w;
  r0.w = exp2(r0.w);
  r0.w = 0.00999999978 * r0.w;
  r0.x = r0.x ? 0 : r0.w;
  r1.xyz = cb2[2].yzw * r0.xxx;
  r2.xyz = r0.xxx * cb2[2].yzw + float3(1,1,1);
  r1.xyz = float3(-0.5,-0.5,-0.5) * r1.xyz;
  
  r0.y+=stereo.x;
  
  r0.xw = r0.yz * r2.zz + r1.zz;
  r1.xyzw = r0.yzyz * r2.xxyy + r1.xxyy;
  r1.xyzw = r1.xyzw * cb0[5].xyxy + cb0[4].xyxy;
  r1.xyzw = max(cb0[6].xyxy, r1.xyzw);
  r1.xyzw = min(cb0[6].zwzw, r1.xyzw);
  r0.xy = r0.xw * cb0[5].xy + cb0[4].xy;
  r0.xy = max(cb0[6].xy, r0.xy);
  r0.xy = min(cb0[6].zw, r0.xy);
  r0.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.xyz = float3(0,0,1) * r0.xyz;
  r2.xyz = t0.Sample(s0_s, r1.zw).xyz;
  r1.xyz = t0.Sample(s0_s, r1.xy).xyz;
  r0.xyz = r2.xyz * float3(0,1,0) + r0.xyz;
  r0.xyz = r1.xyz * float3(1,0,0) + r0.xyz;
  r1.xyz = cb2[1].xyz + -r0.xyz;
  r0.xyz = cb2[3].xxx * 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 12:26:08 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[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 3
div r0.x, cb1[138].z, cb1[138].w
utof r0.yz, cb0[44].xxyx
add r0.yz, -r0.yyzy, v0.xxyx
mad r1.xy, r0.yzyy, cb0[45].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r0.yz, r0.yyzy, cb0[45].zzwz
mul r1.z, r0.x, r1.y
add r0.xw, r1.xxxz, r1.xxxz
dp2 r0.x, r0.xwxx, r0.xwxx
sqrt r0.x, r0.x
log r0.w, r0.x
ge r0.x, l(0.000000), r0.x
mul r0.w, r0.w, cb2[2].x
exp r0.w, r0.w
mul r0.w, r0.w, l(0.010000)
movc r0.x, r0.x, l(0), r0.w
mul r1.xyz, r0.xxxx, cb2[2].yzwy
mad r2.xyz, r0.xxxx, cb2[2].yzwy, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.xyz, r1.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad r0.xw, r0.yyyz, r2.zzzz, r1.zzzz
mad r1.xyzw, r0.yzyz, r2.xxyy, r1.xxyy
mad r1.xyzw, r1.xyzw, cb0[5].xyxy, cb0[4].xyxy
max r1.xyzw, r1.xyzw, cb0[6].xyxy
min r1.xyzw, r1.xyzw, cb0[6].zwzw
mad r0.xy, r0.xwxx, cb0[5].xyxx, cb0[4].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, t0.xyzw, s0
mul r0.xyz, r0.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.zwzz, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0
mad r0.xyz, r2.xyzx, l(0.000000, 1.000000, 0.000000, 0.000000), r0.xyzx
mad r0.xyz, r1.xyzx, l(1.000000, 0.000000, 0.000000, 0.000000), r0.xyzx
add r1.xyz, -r0.xyzx, cb2[1].xyzx
mad r0.xyz, cb2[3].xxxx, 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

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