//flashing forest
// ---- Created with 3Dmigoto v0.6.164 on Sat May  9 21:39:18 2026
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[133];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[36];
}




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


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

  r0.x = t0.SampleLevel(s0_s, v0.xy, 0).x;
  r0.y = r0.x * cb1[65].z + -cb1[65].w;
  r0.x = r0.x * cb1[65].x + cb1[65].y;
  r0.y = 1 / r0.y;
  r0.x = r0.x + r0.y;
  r0.yz = asint(cb0[32].xy);
  r0.yz = -r0.yz * cb1[132].zw + v0.xy;
  r1.xy = float2(0.5,0.5) * cb1[132].xy;
  r1.xy = floor(r1.xy);
  r1.zw = r0.yz * r1.xy + float2(-0.5,-0.5);
  r1.zw = floor(r1.zw);
  r1.zw = r1.zw / r1.xy;
  r2.xy = float2(1,1) / r1.xy;
  r1.zw = r2.xy * float2(0.5,0.5) + r1.zw;
  r3.xy = r1.zw + r2.xy;
  r3.xy = t1.SampleLevel(s1_s, r3.xy, 0).xy;
r3.xy = 0;  
  r4.w = r3.y;
  r2.z = 0;
  r2.xyzw = r1.zwzw + r2.xzzy;
  r2.xy = t1.SampleLevel(s1_s, r2.xy, 0).xy;
  r2.zw = t1.SampleLevel(s1_s, r2.zw, 0).xy;
  r4.yz = r2.yw;
  r2.yw = t1.SampleLevel(s1_s, r1.zw, 0).xy;
r2 = 0;
  r0.yz = -r1.zw + r0.yz;
  r4.x = r2.w;
  r4.xyzw = abs(r4.xyzw) + -r0.xxxx;
  r4.xyzw = float4(9.99999975e-05,9.99999975e-05,9.99999975e-05,9.99999975e-05) + abs(r4.xyzw);
  r4.xyzw = float4(1,1,1,1) / r4.xyzw;
  r1.zw = r0.yz * r1.xy;
  r0.yz = -r0.zy * r1.yx + float2(1,1);
  r5.yz = r0.yz * r1.zw;
  r5.w = r1.w * r1.z;
  r5.x = r0.y * r0.z;
  r1.xyzw = r5.xyzw * r4.xyzw;
  r0.y = r1.y * r2.x;
  r0.y = r1.x * r2.y + r0.y;
  r0.y = r1.z * r2.z + r0.y;
  r0.y = r1.w * r3.x + r0.y;
  r0.z = dot(r1.xyzw, float4(1,1,1,1));
  r0.y = r0.y / r0.z;
  r0.y = -1 + r0.y;
  r0.z = -cb0[34].z + r0.x;
  r0.x = -cb0[35].x + r0.x;
  r0.x = saturate(cb0[35].y * r0.x);
  r0.z = saturate(cb0[34].w * r0.z);
  r0.z = 1 + -r0.z;
  r0.y = r0.z * r0.y;
  r0.x = r0.x * r0.y + 1;
  o0.xyzw = sqrt(r0.xxxx);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Sat May  9 21:39:18 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy
// SV_POSITION              0   xyzw        1      POS   float
//
//
// 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[36], immediateIndexed
dcl_constantbuffer CB1[133], 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 v0.xy
dcl_output o0.xyzw
dcl_temps 6
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.y, r0.x, cb1[65].z, -cb1[65].w
mad r0.x, r0.x, cb1[65].x, cb1[65].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.x, r0.y, r0.x
itof r0.yz, cb0[32].xxyx
mad r0.yz, -r0.yyzy, cb1[132].zzwz, v0.xxyx
mul r1.xy, cb1[132].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
round_ni r1.xy, r1.xyxx
mad r1.zw, r0.yyyz, r1.xxxy, l(0.000000, 0.000000, -0.500000, -0.500000)
round_ni r1.zw, r1.zzzw
div r1.zw, r1.zzzw, r1.xxxy
div r2.xy, l(1.000000, 1.000000, 1.000000, 1.000000), r1.xyxx
mad r1.zw, r2.xxxy, l(0.000000, 0.000000, 0.500000, 0.500000), r1.zzzw
add r3.xy, r2.xyxx, r1.zwzz
sample_l_indexable(texture2d)(float,float,float,float) r3.xy, r3.xyxx, t1.xyzw, s1, l(0.000000)
mov r4.w, r3.y
mov r2.z, l(0)
add r2.xyzw, r2.xzzy, r1.zwzw
sample_l_indexable(texture2d)(float,float,float,float) r2.xy, r2.xyxx, t1.xyzw, s1, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.zw, r2.zwzz, t1.zwxy, s1, l(0.000000)
mov r4.yz, r2.yywy
sample_l_indexable(texture2d)(float,float,float,float) r2.yw, r1.zwzz, t1.zxwy, s1, l(0.000000)
add r0.yz, r0.yyzy, -r1.zzwz
mov r4.x, r2.w
add r4.xyzw, -r0.xxxx, |r4.xyzw|
add r4.xyzw, |r4.xyzw|, l(0.000100, 0.000100, 0.000100, 0.000100)
div r4.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000), r4.xyzw
mul r1.zw, r1.xxxy, r0.yyyz
mad r0.yz, -r0.zzyz, r1.yyxy, l(0.000000, 1.000000, 1.000000, 0.000000)
mul r5.yz, r1.zzwz, r0.yyzy
mul r5.w, r1.z, r1.w
mul r5.x, r0.z, r0.y
mul r1.xyzw, r4.xyzw, r5.xyzw
mul r0.y, r2.x, r1.y
mad r0.y, r1.x, r2.y, r0.y
mad r0.y, r1.z, r2.z, r0.y
mad r0.y, r1.w, r3.x, r0.y
dp4 r0.z, r1.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
div r0.y, r0.y, r0.z
add r0.y, r0.y, l(-1.000000)
add r0.z, r0.x, -cb0[34].z
add r0.x, r0.x, -cb0[35].x
mul_sat r0.x, r0.x, cb0[35].y
mul_sat r0.z, r0.z, cb0[34].w
add r0.z, -r0.z, l(1.000000)
mul r0.y, r0.y, r0.z
mad r0.x, r0.x, r0.y, l(1.000000)
sqrt o0.xyzw, r0.xxxx
ret
// Approximately 0 instruction slots used

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