//ssr
// ---- Created with geo-11 v0.7.9 on Mon Jul  6 15:04:19 2026
Texture2D<float4> t6 : register(t6);

Texture2D<float4> t5 : register(t5);

Texture2D<float4> t4 : register(t4);

Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[8];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[23];
}

cbuffer cb13 : register(b13)
{
  float4 cb13[23];
}



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


void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  float2 w1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,w10,w11;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 s = StereoParams.Load(0);
float4 testeo = IniParams.Load(int2(90,0));
float fov = rsqrt(cb13[17].x * cb13[17].x +  cb13[18].x * cb13[18].x + cb13[19].x * cb13[19].x);

w10.xy = w1.xy;

  r0.x = t1.SampleLevel(s1_s, w1.xy, 0).x;//no
  r0.x = cb1[7].x * r0.x + cb1[7].y;
  r0.x = 1 / r0.x;
  r0.x = cmp(0.999000013 < r0.x);
  
float depth2 = r0.x;  
  
  if (r0.x != 0) {
    o0.xyzw = t0.Sample(s0_s, w1.xy).xyzw;//no
    return;
  }
  r0.xy = (int2)v0.xy;
  r0.zw = float2(0,0);
  r1.x = t3.Load(r0.xyw).w;
  r2.xyzw = t4.Load(r0.xyw).xyzw;
  r0.xyz = t5.Load(r0.xyz).xyz;
  r0.w = max(r2.x, r2.y);
  r0.w = max(r0.w, r2.z);
  r0.w = 1 + -r0.w;
  r0.xyz = r0.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r1.y = t1.SampleLevel(s1_s, v1.xy, 0).x;
  r1.zw = v1.xy * float2(2,2) + float2(-1,-1);
  
r1.z -= s.x ;
  
  r3.xyzw = cb0[15].xyzw * r1.wwww;
  r3.xyzw = cb0[14].xyzw * r1.zzzz + r3.xyzw;
  r3.xyzw = cb0[16].xyzw * r1.yyyy + r3.xyzw;
  r3.xyzw = cb0[17].xyzw + r3.xyzw;
  r1.yzw = r3.xyz / r3.www;
  r3.x = dot(r1.yzw, r1.yzw);
  r3.x = rsqrt(r3.x);
  r1.yzw = r3.xxx * r1.yzw;
  r3.xyz = cb0[11].xyz * r1.zzz;
  r3.xyz = cb0[10].xyz * r1.yyy + r3.xyz;
  r1.yzw = cb0[12].xyz * r1.www + r3.xyz;
  r3.x = 1 + -r2.w;
  r3.y = r3.x * r3.x;
  r3.z = -1 + cb0[22].w;
  r3.z = r3.y * r3.z + 1;
  
w10.x -= s.x *(1 - (s.y * r3.w) ) * 0.5 ;   
  
  r4.xyzw = t6.SampleLevel(s3_s, w10.xy, r3.z).xyzw;//puede
  r3.z = dot(-r1.yzw, r0.xyz);
  r3.w = r3.z + r3.z;
  r0.xyz = r0.xyz * -r3.www + -r1.yzw;
  r3.w = dot(r0.xyz, r0.xyz);
  r3.w = rsqrt(r3.w);
  r0.xyz = r3.www * r0.xyz;
  r0.x = dot(-r1.yzw, r0.xyz);
  r0.x = saturate(r0.x + r0.x);
  r0.y = max(0.00200000009, r3.y);
  r0.y = 0.280000001 * r0.y;
  r0.y = -r0.y * r3.x + 1;
  r0.z = r2.w + -r0.w;
  r0.z = saturate(1 + r0.z);
  r1.yzw = r0.yyy * r4.xyz;
  r0.y = 1 + -abs(r3.z);
  r0.w = r0.y * r0.y;
  r0.w = r0.w * r0.w;
  r0.y = r0.w * r0.y;
  r3.xyz = r0.zzz + -r2.xyz;
  r0.yzw = r0.yyy * r3.xyz + r2.xyz;
  r2.xyz = t2.Sample(s2_s, w1.xy).xyz; //no
  r3.xyzw = t0.Sample(s0_s, w1.xy).xyzw;//no
  r3.xyz = r3.xyz + -r2.xyz;
  r3.xyz = max(float3(0,0,0), r3.xyz);
  r2.w = r4.w * r4.w;
  r4.x = 3 * r2.w;
  r2.w = r2.w * 3 + -0.5;
  r2.w = saturate(r2.w + r2.w);
  r4.y = r2.w * -2 + 3;
  r2.w = r2.w * r2.w;
  r2.w = r4.y * r2.w;
  r2.w = r4.x * r2.w;
  r2.w = saturate(cb0[22].y * r2.w);
  r2.w = 1 + -r2.w;
  r0.x = r2.w * r0.x;
  r0.yzw = r1.yzw * r0.yzw + -r2.xyz;
  r0.xyz = r0.xxx * r0.yzw + r2.xyz;
  o0.xyz = r0.xyz * r1.xxx + r3.xyz;
  o0.w = r3.w;
  

  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.7.9 on Mon Jul  6 15:04:19 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1     zw        1     NONE   float     zw
//
//
// 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[23], immediateIndexed
dcl_constantbuffer CB1[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v1.zw
dcl_output o0.xyzw
dcl_temps 5
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v1.zwzz, t1.xyzw, s1, l(0.000000)
mad r0.x, cb1[7].x, r0.x, cb1[7].y
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
lt r0.x, l(0.999000), r0.x
if_nz r0.x
  sample_indexable(texture2d)(float,float,float,float) o0.xyzw, v1.zwzz, t0.xyzw, s0
  ret
endif
ftoi r0.xy, v0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.x, r0.xyww, t3.wxyz
ld_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xyww, t4.xyzw
ld_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyzw, t5.xyzw
max r0.w, r2.y, r2.x
max r0.w, r2.z, r0.w
add r0.w, -r0.w, l(1.000000)
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.y, v1.xyxx, t1.yxzw, s1, l(0.000000)
mad r1.zw, v1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mul r3.xyzw, r1.wwww, cb0[15].xyzw
mad r3.xyzw, cb0[14].xyzw, r1.zzzz, r3.xyzw
mad r3.xyzw, cb0[16].xyzw, r1.yyyy, r3.xyzw
add r3.xyzw, r3.xyzw, cb0[17].xyzw
div r1.yzw, r3.xxyz, r3.wwww
dp3 r3.x, r1.yzwy, r1.yzwy
rsq r3.x, r3.x
mul r1.yzw, r1.yyzw, r3.xxxx
mul r3.xyz, r1.zzzz, cb0[11].xyzx
mad r3.xyz, cb0[10].xyzx, r1.yyyy, r3.xyzx
mad r1.yzw, cb0[12].xxyz, r1.wwww, r3.xxyz
add r3.x, -r2.w, l(1.000000)
mul r3.y, r3.x, r3.x
add r3.z, cb0[22].w, l(-1.000000)
mad r3.z, r3.y, r3.z, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r4.xyzw, v1.zwzz, t6.xyzw, s3, r3.z
dp3 r3.z, -r1.yzwy, r0.xyzx
add r3.w, r3.z, r3.z
mad r0.xyz, r0.xyzx, -r3.wwww, -r1.yzwy
dp3 r3.w, r0.xyzx, r0.xyzx
rsq r3.w, r3.w
mul r0.xyz, r0.xyzx, r3.wwww
dp3 r0.x, -r1.yzwy, r0.xyzx
add_sat r0.x, r0.x, r0.x
max r0.y, r3.y, l(0.002000)
mul r0.y, r0.y, l(0.280000)
mad r0.y, -r0.y, r3.x, l(1.000000)
add r0.z, -r0.w, r2.w
add_sat r0.z, r0.z, l(1.000000)
mul r1.yzw, r4.xxyz, r0.yyyy
add r0.y, -|r3.z|, l(1.000000)
mul r0.w, r0.y, r0.y
mul r0.w, r0.w, r0.w
mul r0.y, r0.y, r0.w
add r3.xyz, -r2.xyzx, r0.zzzz
mad r0.yzw, r0.yyyy, r3.xxyz, r2.xxyz
sample_indexable(texture2d)(float,float,float,float) r2.xyz, v1.zwzz, t2.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, v1.zwzz, t0.xyzw, s0
add r3.xyz, -r2.xyzx, r3.xyzx
max r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r2.w, r4.w, r4.w
mul r4.x, r2.w, l(3.000000)
mad r2.w, r2.w, l(3.000000), l(-0.500000)
add_sat r2.w, r2.w, r2.w
mad r4.y, r2.w, l(-2.000000), l(3.000000)
mul r2.w, r2.w, r2.w
mul r2.w, r2.w, r4.y
mul r2.w, r2.w, r4.x
mul_sat r2.w, r2.w, cb0[22].y
add r2.w, -r2.w, l(1.000000)
mul r0.x, r0.x, r2.w
mad r0.yzw, r1.yyzw, r0.yyzw, -r2.xxyz
mad r0.xyz, r0.xxxx, r0.yzwy, r2.xyzx
mad o0.xyz, r0.xyzx, r1.xxxx, r3.xyzx
mov o0.w, r3.w
ret
// Approximately 0 instruction slots used

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