//canddle light skip regex
// ---- Created with geo-11 v0.7.9 on Sun Jul 12 09:20:38 2026
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 s4_s : register(s4);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[22];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float3 v2 : TEXCOORD1,
  float fov : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

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

  r0.x = cb1[5].z / v2.z;
  r0.xyz = v2.xyz * r0.xxx;
  r1.xy = v1.xy / v1.ww;
  r2.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r0.w = cb1[7].x * r2.x + cb1[7].y;
  r0.w = 1 / r0.w;
  r0.xyz = r0.xyz * r0.www;
  
if (fov > 0){  
    r0.x -= s.x * (r0.z - s.y) * fov;
}
else if (cb2[10].x > 0){
    r0.x -= s.x * (r0.z - s.y) * cb2[10].x;
}
  
  r2.xyz = cb2[19].xyz * r0.yyy;
  r0.xyw = cb2[18].xyz * r0.xxx + r2.xyz;
  r0.xyz = cb2[20].xyz * r0.zzz + r0.xyw;
  r0.xyz = cb2[21].xyz + r0.xyz;
  r2.xyz = -cb1[4].xyz + r0.xyz;
  r0.xyz = -cb0[4].xyz + r0.xyz;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r0.w = dot(r0.xyz, r0.xyz);
  r1.z = rsqrt(r0.w);
  r0.w = cb0[4].w * r0.w;
  r3.xyzw = t1.Sample(s1_s, r0.ww).xyzw;
  r3.xyz = cb0[5].xyz * r3.xxx;
  r4.xyz = -r0.xyz * r1.zzz + -r2.xyz;
  r0.xyz = r1.zzz * r0.xyz;
  r0.w = dot(r4.xyz, r4.xyz);
  r0.w = max(0.00100000005, r0.w);
  r0.w = rsqrt(r0.w);
  r4.xyz = r4.xyz * r0.www;
  r5.xyzw = t4.Sample(s4_s, r1.xy).xyzw;
  r5.xyz = r5.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r0.w = dot(r5.xyz, r5.xyz);
  r0.w = rsqrt(r0.w);
  r5.xyz = r5.xyz * r0.www;
  r0.w = saturate(dot(r5.xyz, r4.xyz));
  r1.z = saturate(dot(-r0.xyz, r4.xyz));
  r0.x = saturate(dot(r5.xyz, -r0.xyz));
  r0.y = dot(r5.xyz, -r2.xyz);
  r2.xyzw = t3.Sample(s3_s, r1.xy).xyzw;
  r4.xyzw = t2.Sample(s2_s, r1.xy).xyzw;
  r5.xyzw = float4(1,1,1,1) + -r2.wxyz;
  r0.z = r5.x * r5.x;
  r0.z = max(0.00200000009, r0.z);
  r1.x = r0.z * r0.z;
  r1.y = r0.w * r1.x + -r0.w;
  r0.w = r1.y * r0.w + 1;
  r0.w = r0.w * r0.w + 1.00000001e-07;
  r1.x = 0.318309873 * r1.x;
  r0.w = r1.x / r0.w;
  r1.x = 1 + -r0.z;
  r1.y = abs(r0.y) * r1.x + r0.z;
  r0.z = r0.x * r1.x + r0.z;
  r0.z = abs(r0.y) * r0.z;
  r0.y = 1 + -abs(r0.y);
  r0.z = r0.x * r1.y + r0.z;
  r0.z = 9.99999975e-06 + r0.z;
  r0.z = 0.5 / r0.z;
  r0.z = r0.z * r0.w;
  r0.z = 3.14159274 * r0.z;
  r0.z = max(9.99999975e-05, r0.z);
  r0.z = sqrt(r0.z);
  r0.z = r0.z * r0.x;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = cmp(r0.w != 0.000000);
  r0.w = r0.w ? 1.000000 : 0;
  r0.z = r0.z * r0.w;
  r1.xyw = r0.zzz * r3.xyz;
  r0.z = 1 + -r1.z;
  r0.w = r0.z * r0.z;
  r0.w = r0.w * r0.w;
  r0.z = r0.w * r0.z;
  r2.xyz = r5.yzw * r0.zzz + r2.xyz;
  r1.xyw = r2.xyz * r1.xyw;
  r0.z = r0.y * r0.y;
  r0.z = r0.z * r0.z;
  r0.y = r0.z * r0.y;
  r0.z = r1.z + r1.z;
  r0.z = r0.z * r1.z;
  r0.z = r0.z * r5.x + -0.5;
  r0.y = r0.z * r0.y + 1;
  r0.w = 1 + -r0.x;
  r1.z = r0.w * r0.w;
  r1.z = r1.z * r1.z;
  r0.w = r1.z * r0.w;
  r0.z = r0.z * r0.w + 1;
  r0.y = r0.z * r0.y;
  r0.x = r0.y * r0.x;
  r0.xyz = r3.xyz * r0.xxx;
  o0.xyz = r4.xyz * r0.xyz + r1.xyw;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.7.9 on Sun Jul 12 09:20:38 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xyz         2     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[6], immediateIndexed
dcl_constantbuffer CB1[8], immediateIndexed
dcl_constantbuffer CB2[22], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, 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_input_ps linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 6
div r0.x, cb1[5].z, v2.z
mul r0.xyz, r0.xxxx, v2.xyzx
div r1.xy, v1.xyxx, v1.wwww
sample r2.xyzw, r1.xyxx, t0.xyzw, s0
mad r0.w, cb1[7].x, r2.x, cb1[7].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mul r2.xyz, r0.yyyy, cb2[19].xyzx
mad r0.xyw, cb2[18].xyxz, r0.xxxx, r2.xyxz
mad r0.xyz, cb2[20].xyzx, r0.zzzz, r0.xywx
add r0.xyz, r0.xyzx, cb2[21].xyzx
add r2.xyz, r0.xyzx, -cb1[4].xyzx
add r0.xyz, r0.xyzx, -cb0[4].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r1.z, r0.w
mul r0.w, r0.w, cb0[4].w
sample r3.xyzw, r0.wwww, t1.xyzw, s1
mul r3.xyz, r3.xxxx, cb0[5].xyzx
mad r4.xyz, -r0.xyzx, r1.zzzz, -r2.xyzx
mul r0.xyz, r0.xyzx, r1.zzzz
dp3 r0.w, r4.xyzx, r4.xyzx
max r0.w, r0.w, l(0.001000)
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r4.xyzx
sample r5.xyzw, r1.xyxx, t4.xyzw, s4
mad r5.xyz, r5.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.w, r5.xyzx, r5.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, r5.xyzx
dp3_sat r0.w, r5.xyzx, r4.xyzx
dp3_sat r1.z, -r0.xyzx, r4.xyzx
dp3_sat r0.x, r5.xyzx, -r0.xyzx
dp3 r0.y, r5.xyzx, -r2.xyzx
sample r2.xyzw, r1.xyxx, t3.xyzw, s3
sample r4.xyzw, r1.xyxx, t2.xyzw, s2
add r5.xyzw, -r2.wxyz, l(1.000000, 1.000000, 1.000000, 1.000000)
mul r0.z, r5.x, r5.x
max r0.z, r0.z, l(0.002000)
mul r1.x, r0.z, r0.z
mad r1.y, r0.w, r1.x, -r0.w
mad r0.w, r1.y, r0.w, l(1.000000)
mad r0.w, r0.w, r0.w, l(1.000000012E-07)
mul r1.x, r1.x, l(0.318309873)
div r0.w, r1.x, r0.w
add r1.x, -r0.z, l(1.000000)
mad r1.y, |r0.y|, r1.x, r0.z
mad r0.z, r0.x, r1.x, r0.z
mul r0.z, r0.z, |r0.y|
add r0.y, -|r0.y|, l(1.000000)
mad r0.z, r0.x, r1.y, r0.z
add r0.z, r0.z, l(0.000010)
div r0.z, l(0.500000), r0.z
mul r0.z, r0.w, r0.z
mul r0.z, r0.z, l(3.14159274)
max r0.z, r0.z, l(0.000100)
sqrt r0.z, r0.z
mul r0.z, r0.x, r0.z
dp3 r0.w, r2.xyzx, r2.xyzx
ne r0.w, r0.w, l(0.000000)
and r0.w, r0.w, l(0x3f800000)
mul r0.z, r0.w, r0.z
mul r1.xyw, r3.xyxz, r0.zzzz
add r0.z, -r1.z, l(1.000000)
mul r0.w, r0.z, r0.z
mul r0.w, r0.w, r0.w
mul r0.z, r0.z, r0.w
mad r2.xyz, r5.yzwy, r0.zzzz, r2.xyzx
mul r1.xyw, r1.xyxw, r2.xyxz
mul r0.z, r0.y, r0.y
mul r0.z, r0.z, r0.z
mul r0.y, r0.y, r0.z
add r0.z, r1.z, r1.z
mul r0.z, r1.z, r0.z
mad r0.z, r0.z, r5.x, l(-0.500000)
mad r0.y, r0.z, r0.y, l(1.000000)
add r0.w, -r0.x, l(1.000000)
mul r1.z, r0.w, r0.w
mul r1.z, r1.z, r1.z
mul r0.w, r0.w, r1.z
mad r0.z, r0.z, r0.w, l(1.000000)
mul r0.y, r0.y, r0.z
mul r0.x, r0.x, r0.y
mul r0.xyz, r0.xxxx, r3.xyzx
mad o0.xyz, r4.xyzx, r0.xyzx, r1.xywx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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