// ---- Created with 3Dmigoto v1.3.16 on Sun Dec 06 12:27:53 2020
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[23];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[142];
}

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,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xz = float2(0.0199999996,-0.00999999978) * cb1[141].zz;
  r0.yw = float2(0,0);
  r1.xy = v4.xy * v4.zw;
  r2.xyzw = cb1[141].zzzz * float4(-0.00999999978,0.0799999982,0.0799999982,0.00999999978) + r1.xyxy;
  r1.z = t0.Sample(s0_s, r2.xy).x;
  r1.w = t0.Sample(s0_s, r2.zw).x;
  r2.xy = r1.ww * float2(0.0199999996,0.0199999996) + r1.xy;
  r0.zw = r2.xy + r0.zw;
  r0.z = t1.Sample(s1_s, r0.zw).w;
  r1.zw = r1.zz * float2(0.0500000007,0.0500000007) + r1.xy;
  r0.xy = r1.zw + r0.xy;
  r0.x = t1.Sample(s1_s, r0.xy).w;
  r0.x = 1.5 * r0.x;
  r0.x = r0.z * r0.x;
  r0.x = 1.60000002 * r0.x;
  r0.yzw = cb2[8].xyz * r0.xxx;
  r2.xyz = -cb2[12].xyz + cb2[11].xyz;
  r2.xyz = r1.xxx * r2.xyz + cb2[12].xyz;
  r1.yz = t1.Sample(s1_s, r1.xy).xz;
  r2.xyz = r1.zzz * cb2[20].yyy + r2.xyz;
  r0.yzw = cb2[20].zzz * r0.yzw + r2.xyz;
  r2.xyz = cb2[2].xyz * r0.xxx;
  r3.xyz = cb2[14].xyz * r0.xxx;
  r4.xyz = -cb2[6].xyz + cb2[5].xyz;
  r4.xyz = r1.xxx * r4.xyz + cb2[6].xyz;
  r4.xyz = r1.zzz * cb2[20].yyy + r4.xyz;
  r2.xyz = cb2[20].xxx * r2.xyz + r4.xyz;
  r0.xyz = -r2.xyz + r0.yzw;
  r0.xyz = cb2[21].yyy * r0.xyz + r2.xyz;
  r2.xyz = -cb2[18].xyz + cb2[17].xyz;
  r2.xyz = r1.xxx * r2.xyz + cb2[18].xyz;
  r1.xzw = r1.zzz * cb2[20].yyy + r2.xyz;
  r2.w = saturate(r1.y + r1.y);
  r1.xyz = cb2[21].zzz * r3.xyz + r1.xzw;
  r1.xyz = r1.xyz + -r0.xyz;
  r0.xyz = cb2[22].xxx * r1.xyz + r0.xyz;
  r1.xyz = cb2[19].xyz + -r0.xyz;
  r0.xyz = cb2[22].yyy * r1.xyz + r0.xyz;
  r2.xyz = max(float3(0,0,0), r0.xyz);
  r0.xyzw = v1.xyzw * r2.xyzw;
  r1.x = dot(float3(0.300000012,0.589999974,0.109999999), r0.xyz);
  r1.xyz = -r2.xyz * v1.xyz + r1.xxx;
  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 Sun Dec 06 12:27:53 2020
//
//
// 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[142], immediateIndexed
dcl_constantbuffer cb2[23], 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 linear v1.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 5
mul r0.xz, cb1[141].zzzz, l(0.020000, 0.000000, -0.010000, 0.000000)
mov r0.yw, l(0,0,0,0)
mul r1.xy, v4.zwzz, v4.xyxx
mad r2.xyzw, cb1[141].zzzz, l(-0.010000, 0.080000, 0.080000, 0.010000), r1.xyxy
sample_indexable(texture2d)(float,float,float,float) r1.z, r2.xyxx, t0.yzxw, s0
sample_indexable(texture2d)(float,float,float,float) r1.w, r2.zwzz, t0.yzwx, s0
mad r2.xy, r1.wwww, l(0.020000, 0.020000, 0.000000, 0.000000), r1.xyxx
add r0.zw, r0.zzzw, r2.xxxy
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t1.xywz, s1
mad r1.zw, r1.zzzz, l(0.000000, 0.000000, 0.050000, 0.050000), r1.xxxy
add r0.xy, r0.xyxx, r1.zwzz
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.wxyz, s1
mul r0.x, r0.x, l(1.500000)
mul r0.x, r0.x, r0.z
mul r0.x, r0.x, l(1.600000)
mul r0.yzw, r0.xxxx, cb2[8].xxyz
add r2.xyz, cb2[11].xyzx, -cb2[12].xyzx
mad r2.xyz, r1.xxxx, r2.xyzx, cb2[12].xyzx
sample_indexable(texture2d)(float,float,float,float) r1.yz, r1.xyxx, t1.yxzw, s1
mad r2.xyz, r1.zzzz, cb2[20].yyyy, r2.xyzx
mad r0.yzw, cb2[20].zzzz, r0.yyzw, r2.xxyz
mul r2.xyz, r0.xxxx, cb2[2].xyzx
mul r3.xyz, r0.xxxx, cb2[14].xyzx
add r4.xyz, cb2[5].xyzx, -cb2[6].xyzx
mad r4.xyz, r1.xxxx, r4.xyzx, cb2[6].xyzx
mad r4.xyz, r1.zzzz, cb2[20].yyyy, r4.xyzx
mad r2.xyz, cb2[20].xxxx, r2.xyzx, r4.xyzx
add r0.xyz, r0.yzwy, -r2.xyzx
mad r0.xyz, cb2[21].yyyy, r0.xyzx, r2.xyzx
add r2.xyz, cb2[17].xyzx, -cb2[18].xyzx
mad r2.xyz, r1.xxxx, r2.xyzx, cb2[18].xyzx
mad r1.xzw, r1.zzzz, cb2[20].yyyy, r2.xxyz
add_sat r2.w, r1.y, r1.y
mad r1.xyz, cb2[21].zzzz, r3.xyzx, r1.xzwx
add r1.xyz, -r0.xyzx, r1.xyzx
mad r0.xyz, cb2[22].xxxx, r1.xyzx, r0.xyzx
add r1.xyz, -r0.xyzx, cb2[19].xyzx
mad r0.xyz, cb2[22].yyyy, r1.xyzx, r0.xyzx
max r2.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.xyzw, r2.xyzw, v1.xyzw
dp3 r1.x, l(0.300000, 0.590000, 0.110000, 0.000000), r0.xyzx
mad r1.xyz, -r2.xyzx, v1.xyzx, r1.xxxx
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

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