//clouds'  shadows
// ---- Created with 3Dmigoto v0.6.164 on Mon Feb  2 16:26:56 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 cb2 : register(b2)
{
  float4 cb2[8];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[10];
}




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


void main(
  float2 v0 : TEXCOORD0,
  float4 v1 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;


float4 s = StereoParams.Load(0);
float4 testeo = IniParams.Load(int2(90,0));


  r0.xyzw = t0.Sample(s1_s, v0.xy).xyzw;
  r1.xyz = r0.xyz * float3(3.55539989,3.55539989,0) + float3(-1.77769995,-1.77769995,1);
  r0.x = dot(r0.zw, float2(1,0.00392156886));
  r0.y = dot(r1.xyz, r1.xyz);
  r0.y = 2 / r0.y;
  r0.zw = r0.yy * r1.xy;
  r0.y = -1 + r0.y;
  r1.xy = cb0[3].xy * r0.ww;
  r0.zw = cb0[2].xy * r0.zz + r1.xy;
  r0.yz = cb0[4].xy * r0.yy + r0.zw;
  r0.y = r0.z * r0.y;
  r0.y = cmp(r0.z >= r0.y);
  r0.w = -cb0[6].y;
  r0.y = r0.y ? r0.w : 0;
  r0.y = r0.y * r0.z;
  r1.z = -1;
  r0.zw = v0.xy * float2(2,2) + float2(-1,-1);
  r1.x = r0.z / cb2[6].x;
  r1.y = r0.w / cb2[7].y;
  r0.xzw = r1.xyz * r0.xxx;
  r1.x = dot(r0.xzw, r0.xzw);
  r1.x = sqrt(r1.x);
  r1.x = saturate(r1.x / cb0[6].w);
  r1.x = 1 + -r1.x;
  r0.y = r1.x * r0.y;
  
r0.x += s.x * r0.w ;   
  
  r1.xy = cb0[3].xz * r0.zz;
  r0.xz = cb0[2].xz * r0.xx + r1.xy;
  r0.xz = cb0[4].xz * r0.ww + r0.xz;
  r1.xy = cb1[4].xz / cb1[5].zz;
  r1.xy = -cb0[9].xz * float2(0.25,0.25) + r1.xy;
  r0.xz = r1.xy + r0.xz;
  r0.xz = cb0[6].xx * -r0.xz;
  r0.xz = cb1[5].zz * r0.xz;
  r1.x = cb1[0].x * cb0[6].z;
  r1.y = 0;
  r0.xz = r0.xz * float2(0.200000003,0.200000003) + r1.xy;
  r1.xyzw = t1.Sample(s2_s, r0.xz).xyzw;
  r2.xyzw = t2.Sample(s0_s, v0.xy).xyzw;
  r1.xyzw = r2.xyzw / r1.xyzw;
  r1.xyzw = r1.xyzw + -r2.xyzw;
  o0.xyzw = r0.yyyy * r1.xyzw + r2.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Mon Feb  2 16:26:56 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_POSITION              0   xyzw        1      POS   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[10], immediateIndexed
dcl_constantbuffer CB1[6], immediateIndexed
dcl_constantbuffer CB2[8], 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 linear v0.xy
dcl_output o0.xyzw
dcl_temps 3
sample r0.xyzw, v0.xyxx, t0.xyzw, s1
mad r1.xyz, r0.xyzx, l(3.555400, 3.555400, 0.000000, 0.000000), l(-1.777700, -1.777700, 1.000000, 0.000000)
dp2 r0.x, r0.zwzz, l(1.000000, 0.00392156886, 0.000000, 0.000000)
dp3 r0.y, r1.xyzx, r1.xyzx
div r0.y, l(2.000000), r0.y
mul r0.zw, r1.xxxy, r0.yyyy
add r0.y, r0.y, l(-1.000000)
mul r1.xy, r0.wwww, cb0[3].xyxx
mad r0.zw, cb0[2].xxxy, r0.zzzz, r1.xxxy
mad r0.yz, cb0[4].xxyx, r0.yyyy, r0.zzwz
mul r0.y, r0.y, r0.z
ge r0.y, r0.z, r0.y
mov r0.w, -cb0[6].y
and r0.y, r0.w, r0.y
mul r0.y, r0.z, r0.y
mov r1.z, l(-1.000000)
mad r0.zw, v0.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
div r1.x, r0.z, cb2[6].x
div r1.y, r0.w, cb2[7].y
mul r0.xzw, r0.xxxx, r1.xxyz
dp3 r1.x, r0.xzwx, r0.xzwx
sqrt r1.x, r1.x
div_sat r1.x, r1.x, cb0[6].w
add r1.x, -r1.x, l(1.000000)
mul r0.y, r0.y, r1.x
mul r1.xy, r0.zzzz, cb0[3].xzxx
mad r0.xz, cb0[2].xxzx, r0.xxxx, r1.xxyx
mad r0.xz, cb0[4].xxzx, r0.wwww, r0.xxzx
div r1.xy, cb1[4].xzxx, cb1[5].zzzz
mad r1.xy, -cb0[9].xzxx, l(0.250000, 0.250000, 0.000000, 0.000000), r1.xyxx
add r0.xz, r0.xxzx, r1.xxyx
mul r0.xz, -r0.xxzx, cb0[6].xxxx
mul r0.xz, r0.xxzx, cb1[5].zzzz
mul r1.x, cb0[6].z, cb1[0].x
mov r1.y, l(0)
mad r0.xz, r0.xxzx, l(0.200000, 0.000000, 0.200000, 0.000000), r1.xxyx
sample r1.xyzw, r0.xzxx, t1.xyzw, s2
sample r2.xyzw, v0.xyxx, t2.xyzw, s0
div r1.xyzw, r2.xyzw, r1.xyzw
add r1.xyzw, -r2.xyzw, r1.xyzw
mad o0.xyzw, r0.yyyy, r1.xyzw, r2.xyzw
ret
// Approximately 0 instruction slots used

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