// ---- Created with 3Dmigoto v1.3.16 on Sun Mar 27 14:14:43 2022
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[8];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[143];
}

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;
  uint4 bitmask, uiDest;
  float4 fDest;


float4 s = StereoParams.Load(0);
v0.x+=s.x;

  r0.xy = -cb1[129].xy + v0.xy;
  r0.xy = r0.xy / cb2[1].xy;
  r0.y = cb1[142].z * 0.0500000007 + r0.y;
  r0.xy = cb2[6].zz + r0.xy;
  r0.xyz = t0.Sample(s0_s, r0.xy).xyz;
  r0.w = -v4.x * v4.z + 1;
  r0.w = saturate(-r0.w * cb2[6].w + 1);
  r1.xyz = -r0.xyz * r0.www + float3(1,1,1);
  r0.xyz = r0.xyz * r0.www;



  r1.xyz = cb2[4].xyz * r1.xyz;
  r1.xyz = -r1.xyz * float3(2,2,2) + float3(1,1,1);
  r2.xyz = cb2[3].xyz * r0.xyz;
  r0.xyz = cmp(r0.xyz >= float3(0.5,0.5,0.5));
  r2.xyz = r2.xyz + r2.xyz;
  r0.xyz = r0.xyz ? r1.xyz : r2.xyz;
  r1.xyz = cb2[5].xyz + -r0.xyz;
  r0.xyz = cb2[7].xxx * r1.xyz + r0.xyz;
  r0.xyz = max(float3(0,0,0), r0.xyz);
  r1.xy = v4.xy * v4.zw;
  r0.w = t1.Sample(s1_s, r1.xy).w;
  r0.w = saturate(r0.w);
  r1.xyzw = v1.xyzw * r0.xyzw;
  r0.w = dot(float3(0.300000012,0.589999974,0.109999999), r1.xyz);
  r0.xyz = -r0.xyz * v1.xyz + r0.www;
  r0.xyz = r0.xyz * float3(0.800000012,0.800000012,0.800000012) + r1.xyz;
  r2.xyz = float3(-0.100000001,-0.100000001,-0.100000001) + r0.xyz;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = sqrt(r0.w);
  r0.w = min(0.800000012, r0.w);
  r2.xyz = float3(0.100000001,0.100000001,0.100000001) + -r0.xyz;
  r0.xyz = r0.www * r2.xyz + r0.xyz;
  r0.w = cmp(cb0[3].x != 0.000000);
  r0.xyz = r0.www ? r0.xyz : r1.xyz;
  o0.w = r1.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 Sun Mar 27 14:14:43 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// 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[143], immediateIndexed
dcl_constantbuffer cb2[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 4
add r0.xy, v0.xyxx, -cb1[129].xyxx
div r0.xy, r0.xyxx, cb2[1].xyxx
mad r0.y, cb1[142].z, l(0.050000), r0.y
add r0.xy, r0.xyxx, cb2[6].zzzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mad r0.w, -v4.x, v4.z, l(1.000000)
mad_sat r0.w, -r0.w, cb2[6].w, l(1.000000)
mad r1.xyz, -r0.xyzx, r0.wwww, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.xyz, r0.wwww, r0.xyzx
mul r1.xyz, r1.xyzx, cb2[4].xyzx
mad r1.xyz, -r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(1.000000, 1.000000, 1.000000, 0.000000)
mul r2.xyz, r0.xyzx, cb2[3].xyzx
ge r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
add r2.xyz, r2.xyzx, r2.xyzx
movc r0.xyz, r0.xyzx, r1.xyzx, r2.xyzx
add r1.xyz, -r0.xyzx, cb2[5].xyzx
mad r0.xyz, cb2[7].xxxx, r1.xyzx, r0.xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r1.xy, v4.zwzz, v4.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t1.xyzw, s1
mov_sat r0.w, r0.w
mul r1.xyzw, r0.xyzw, v1.xyzw
dp3 r0.w, l(0.300000, 0.590000, 0.110000, 0.000000), r1.xyzx
mad r0.xyz, -r0.xyzx, v1.xyzx, r0.wwww
mad r0.xyz, r0.xyzx, l(0.800000, 0.800000, 0.800000, 0.000000), r1.xyzx
add r2.xyz, r0.xyzx, l(-0.100000, -0.100000, -0.100000, 0.000000)
dp3 r0.w, r2.xyzx, r2.xyzx
sqrt r0.w, r0.w
min r0.w, r0.w, l(0.800000)
add r2.xyz, -r0.xyzx, l(0.100000, 0.100000, 0.100000, 0.000000)
mad r0.xyz, r0.wwww, r2.xyzx, r0.xyzx
ne r0.w, cb0[3].x, l(0.000000)
movc r0.xyz, r0.wwww, r0.xyzx, r1.xyzx
mov o0.w, r1.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

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