// Arrow Around Becky
// ---- Created with 3Dmigoto v0.6.164 on Sun Jan 11 22:45:06 2026
cbuffer cb4 : register(b4)
{
  float4 cb4[2];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




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


void main(
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float2 o0 : TEXCOORD0,
  out float p0 : TEXCOORD1,
  out float4 o1 : SV_POSITION0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  float4 stereo = StereoParams.Load(0);

  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[3].xyzw + r0.xyzw;
  
  // Stereo fix
  r0.x += (r0.w - stereo.y) * stereo.x * stereo.w;
  
  r1.xyzw = cb3[18].xyzw * r0.yyyy;
  r1.xyzw = cb3[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[19].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb3[20].xyzw * r0.wwww + r1.xyzw;
  r1.x = r0.z / cb1[5].y;
  o1.xyzw = r0.xyzw;
  r0.x = 1 + -r1.x;
  r0.x = cb1[5].z * r0.x;
  r0.x = max(0, r0.x);
  r0.x = cb4[1].x * r0.x;
  r0.x = -r0.x * r0.x;
  p0.x = exp2(r0.x);
  o0.xy = v1.xy * cb0[2].xy + cb0[2].zw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Sun Jan 11 22:45:06 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1     z         0     NONE   float     z
// SV_POSITION              0   xyzw        1      POS   float   xyzw
//
vs_4_0
dcl_constantbuffer CB0[3], immediateIndexed
dcl_constantbuffer CB1[6], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB3[21], immediateIndexed
dcl_constantbuffer CB4[2], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output o0.xy
dcl_output o0.z
dcl_output_siv o1.xyzw, position
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw
div r1.x, r0.z, cb1[5].y
mov o1.xyzw, r0.xyzw
add r0.x, -r1.x, l(1.000000)
mul r0.x, r0.x, cb1[5].z
max r0.x, r0.x, l(0.000000)
mul r0.x, r0.x, cb4[1].x
mul r0.x, r0.x, -r0.x
exp o0.z, r0.x
mad o0.xy, v1.xyxx, cb0[2].xyxx, cb0[2].zwzz
ret
// Approximately 0 instruction slots used

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