//VoM particles that interfere with convergence. Grass in the air.
// ---- Created with geo-11 v0.6.198 on Tue Jul  7 12:24:25 2026
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[161];
}




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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  nointerpolation float4 v2 : COLOR1,
  uint v3 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  if (iniparams10.y==1 && v0.w<350.0) {
    discard;
  }
  
  r0.xy = -cb0[137].xy + v0.xy;
  r0.zw = cb0[160].xx + r0.xy;
  r0.xy = float2(0.015625,0.015625) * r0.xy;
  r0.x = t0.SampleBias(s0_s, r0.xy, cb0[151].y).x;
  r0.yz = (uint2)r0.zw;
  r0.z = (uint)r0.z << 1;
  r0.y = (int)r0.z + (int)r0.y;
  r0.y = (uint)r0.y % 5;
  r0.y = (uint)r0.y;
  r0.x = r0.y + r0.x;
  r0.x = r0.x * 0.166666672 + v2.w;
  r0.x = -0.5 + r0.x;
  r0.yz = float2(-0.5,-0.5) + v1.xy;
  r0.y = dot(r0.yz, r0.yz);
  r0.y = sqrt(r0.y);
  r0.y = r0.y + r0.y;
  r0.y = min(1, r0.y);
  r0.y = 1 + -r0.y;
  r0.y = ceil(r0.y);
  r0.x = r0.y * r0.x + -0.333299994;
  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 Tue Jul  7 12:24:25 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
// COLOR                    1   xyzw        2     NONE   float      w
// SV_IsFrontFace           0   x           3    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[161], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps constant v2.w
dcl_output o0.xyzw
dcl_temps 1
add r0.xy, v0.xyxx, -cb0[137].xyxx
add r0.zw, r0.xxxy, cb0[160].xxxx
mul r0.xy, r0.xyxx, l(0.015625, 0.015625, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0, cb0[151].y
ftou r0.yz, r0.zzwz
ishl r0.z, r0.z, l(1)
iadd r0.y, r0.z, r0.y
udiv null, r0.y, r0.y, l(5)
utof r0.y, r0.y
add r0.x, r0.x, r0.y
mad r0.x, r0.x, l(0.166666672), v2.w
add r0.x, r0.x, l(-0.500000)
add r0.yz, v1.xxyx, l(0.000000, -0.500000, -0.500000, 0.000000)
dp2 r0.y, r0.yzyy, r0.yzyy
sqrt r0.y, r0.y
add r0.y, r0.y, r0.y
min r0.y, r0.y, l(1.000000)
add r0.y, -r0.y, l(1.000000)
round_pi r0.y, r0.y
mad r0.x, r0.y, r0.x, l(-0.333300)
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

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