//texture live bar
// ---- Created with 3Dmigoto v1.3.16 on Thu Jun 17 16:22:35 2021
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[3];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[4];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : COLOR0,
  float4 v2 : ORIGINAL_POSITION0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  float Correction : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r10;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = v4.x * v4.z + -0.5;
  r0.x = saturate(r0.x + r0.x);
  r0.xyz = r0.xxx * float3(-0.119791985,-0.251085997,-0.141220003) + float3(1,0.305895001,0.213541999);
  r1.xy = v4.xy * v4.zw;
  r0.w = saturate(r1.x + r1.x);
  r2.xyz = r0.www * float3(0.291666985,-0.176977992,-0.103732005) + float3(0.708333015,0.482872993,0.317274004);
  r0.xyz = -r2.xyz + r0.xyz;
  r0.xyz = r1.xxx * r0.xyz + r2.xyz;
  r1.w = t0.Sample(s0_s, r1.xy).w;
  r1.w = saturate(r1.w);
  r2.xyz = float3(1,1,1) + -r0.xyz;
  r2.xyz = r2.xyz + r2.xyz;
  r3.xyz = float3(1,1,1) + -v1.xyz;
  r2.xyz = -r2.xyz * r3.xyz + float3(1,1,1);
  r3.xyz = v1.xyz * r0.xyz;
  r0.xyz = cmp(r0.xyz >= float3(0.5,0.5,0.5));
  r3.xyz = r3.xyz + r3.xyz;
  r0.xyz = r0.xyz ? r2.xyz : r3.xyz;
  r2.xyz = cb1[1].xyz + -r0.xyz;
  r0.xyz = cb1[2].xxx * r2.xyz + r0.xyz;
  r1.xyz = max(float3(0,0,0), r0.xyz);
  r0.xyzw = v1.xyzw * r1.xyzw;
  r1.w = dot(float3(0.300000012,0.589999974,0.109999999), r0.xyz);
  r1.xyz = -r1.xyz * v1.xyz + r1.www;
  r1.xyz = r1.xyz * float3(0.800000012,0.800000012,0.800000012) + r0.xyz;
  r2.xyz = float3(-0.100000001,-0.100000001,-0.100000001) + r1.xyz;
  r1.w = dot(r2.xyz, r2.xyz);
  r1.w = sqrt(r1.w);
  r1.w = min(0.800000012, r1.w);
  r2.xyz = float3(0.100000001,0.100000001,0.100000001) + -r1.xyz;
  r1.xyz = r1.www * r2.xyz + r1.xyz;
  r1.w = cmp(cb0[3].x != 0.000000);
  r0.xyz = r1.www ? r1.xyz : r0.xyz;
  o0.w = r0.w;
  r1.xyz = float3(-0.25,-0.25,-0.25) + r0.xyz;
  r1.xyz = saturate(r1.xyz * cb0[1].www + float3(0.25,0.25,0.25));
  r2.xy = cmp(cb0[1].wy != float2(1,1));
  r0.xyz = r2.xxx ? r1.xyz : r0.xyz;
  r1.xyz = log2(r0.xyz);
  r1.xyz = cb0[1].xxx * r1.xyz;
  r2.xzw = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r2.xzw = exp2(r2.xzw);
  r2.xzw = r2.xzw * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  r3.xyz = float3(12.9200001,12.9200001,12.9200001) * r1.xyz;
  r1.xyz = cmp(r1.xyz >= float3(0.00313066994,0.00313066994,0.00313066994));
  r1.xyz = r1.xyz ? r2.xzw : r3.xyz;
  o0.xyz = r2.yyy ? r1.xyz : r0.xyz;

float4 StatusBarsFixOn = IniParams.Load(int2(62,0));
float4 AutoDepthSwith = IniParams.Load(int2(22,0));
float4 LeftHUD_X_ScreenDepth = IniParams.Load(int2(13,0));
float4 RightHUD_X_ScreenDepth = IniParams.Load(int2(14,0));
float4 UpperHUD_Y_ScreenDepth = IniParams.Load(int2(15,0));
float4 LowerHUD_Y_ScreenDepth = IniParams.Load(int2(16,0));

if(StatusBarsFixOn.x==1.0)
{
//This base fix is made by DarkStarSword
float stereo_adjustment = Correction;
// Load the scissor rectangle and stereoise it. Note that since both
// SV_Position and the scissor rectange are in pixels, the adjustment needs to
// be divided by the render target size and again by 2:
float4 scissor_rect = IniParams[114].xyzw;
//if(AutoDepthSwith.x==1.0)
//{
//if(v0.y > -LowerHUD_Y_ScreenDepth.x && v0.y < UpperHUD_Y_ScreenDepth.x && v0.x > -LeftHUD_X_ScreenDepth.x && v0.x < RightHUD_X_ScreenDepth.x)
//{
//scissor_rect.xz += floor(stereo_adjustment * IniParams[112].x * 0.5);
//}
//else
//{
//scissor_rect.xz += floor(stereo_adjustment * IniParams[112].x);
//}
//}
//if(AutoDepthSwith.x==0.0)
//{
scissor_rect.xz += floor(stereo_adjustment * IniParams[112].x * 0.5);
//}
// Perform stereo adjusted scissor clipping:
if (any(v0.xy < scissor_rect.xy) || any(v0.xy >= scissor_rect.zw)) {
        discard;
        return;
}
}
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Thu Jun 17 16:22:35 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float
// TEXCOORD                 0   xy          3     NONE   float
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
//
//
// 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[4], immediateIndexed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 4
mad r0.x, v4.x, v4.z, l(-0.500000)
add_sat r0.x, r0.x, r0.x
mad r0.xyz, r0.xxxx, l(-0.119791985, -0.251086, -0.141220, 0.000000), l(1.000000, 0.305895, 0.213542, 0.000000)
mul r1.xy, v4.zwzz, v4.xyxx
add_sat r0.w, r1.x, r1.x
mad r2.xyz, r0.wwww, l(0.291666985, -0.176977992, -0.103732005, 0.000000), l(0.708333, 0.482873, 0.317274, 0.000000)
add r0.xyz, r0.xyzx, -r2.xyzx
mad r0.xyz, r1.xxxx, r0.xyzx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.w, r1.xyxx, t0.xyzw, s0
mov_sat r1.w, r1.w
add r2.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r2.xyz, r2.xyzx, r2.xyzx
add r3.xyz, -v1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r2.xyz, -r2.xyzx, r3.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r3.xyz, r0.xyzx, v1.xyzx
ge r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
add r3.xyz, r3.xyzx, r3.xyzx
movc r0.xyz, r0.xyzx, r2.xyzx, r3.xyzx
add r2.xyz, -r0.xyzx, cb1[1].xyzx
mad r0.xyz, cb1[2].xxxx, r2.xyzx, r0.xyzx
max r1.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.xyzw, r1.xyzw, v1.xyzw
dp3 r1.w, l(0.300000, 0.590000, 0.110000, 0.000000), r0.xyzx
mad r1.xyz, -r1.xyzx, v1.xyzx, r1.wwww
mad r1.xyz, r1.xyzx, l(0.800000, 0.800000, 0.800000, 0.000000), r0.xyzx
add r2.xyz, r1.xyzx, l(-0.100000, -0.100000, -0.100000, 0.000000)
dp3 r1.w, r2.xyzx, r2.xyzx
sqrt r1.w, r1.w
min r1.w, r1.w, l(0.800000)
add r2.xyz, -r1.xyzx, l(0.100000, 0.100000, 0.100000, 0.000000)
mad r1.xyz, r1.wwww, r2.xyzx, r1.xyzx
ne r1.w, cb0[3].x, l(0.000000)
movc r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
mov o0.w, r0.w
add r1.xyz, r0.xyzx, l(-0.250000, -0.250000, -0.250000, 0.000000)
mad_sat r1.xyz, r1.xyzx, cb0[1].wwww, l(0.250000, 0.250000, 0.250000, 0.000000)
ne r2.xy, cb0[1].wyww, l(1.000000, 1.000000, 0.000000, 0.000000)
movc r0.xyz, r2.xxxx, r1.xyzx, r0.xyzx
log r1.xyz, r0.xyzx
mul r1.xyz, r1.xyzx, cb0[1].xxxx
mul r2.xzw, r1.xxyz, l(0.416666657, 0.000000, 0.416666657, 0.416666657)
exp r1.xyz, r1.xyzx
exp r2.xzw, r2.xxzw
mad r2.xzw, r2.xxzw, l(1.055000, 0.000000, 1.055000, 1.055000), l(-0.055000, 0.000000, -0.055000, -0.055000)
mul r3.xyz, r1.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000)
ge r1.xyz, r1.xyzx, l(0.00313066994, 0.00313066994, 0.00313066994, 0.000000)
movc r1.xyz, r1.xyzx, r2.xzwx, r3.xyzx
movc o0.xyz, r2.yyyy, r1.xyzx, r0.xyzx
ret
// Approximately 0 instruction slots used

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