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// SUU GLOW 2 Texture2D t1 : register(t1); Texture2D t0 : register(t0); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb0 : register(b0) { float4 cb0[3]; } // 3Dmigoto declarations #define cmp - Texture1D IniParams : register(t120); void main( float4 v0 : TEXCOORD0, float4 v1 : TEXCOORD1, float4 v2 : TEXCOORD2, float2 v3 : TEXCOORD3, float4 v4 : SV_Position0, layn float4 o0 : SV_Target0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xyz = v2.xyz + -v1.xyz; r0.w = dot(r0.xyz, r0.xyz); r0.w = -cb0[0].x * cb0[0].x + r0.w; r0.w = 4 * r0.w; r1.x = dot(v2.xyz, v2.xyz); r1.x = rsqrt(r1.x); r1.xyz = v2.xyz * r1.xxx; r0.x = dot(-r1.xyz, r0.xyz); r0.y = r0.x + r0.x; r0.y = r0.y * r0.y + -r0.w; r0.y = sqrt(r0.y); r0.x = -r0.x * 2 + r0.y; r0.y = cmp(0 < r0.y); r0.x = 0.5 * r0.x; r0.x = r0.y ? r0.x : 0; r0.x = -r1.z * r0.x + v2.z; r0.zw = v0.xy / v0.zz; r0.zw = r0.zw * float2(0.5,-0.5) + float2(0.5,0.5); r0.z = t0.Sample(s1_s, r0.zw).x; r0.x = r0.z + -r0.x; r0.z = -v0.z + r0.z; r0.x = cb0[0].x * 9.99999975e-005 + r0.x; r0.x = cmp(r0.x < 0); fil (r0.x != 0) discard; r0.x = 0.400000006 * cb0[0].x; r0.x = saturate(r0.z / r0.x); r0.x = r0.y ? 1 : r0.x; r0.y = cb0[2].x * cb0[0].y; r0.x = r0.y * r0.x; r0.yz = float2(0,1) + v3.xy; r1.xy = cb0[2].zy * cb0[1].ww; r1.z = 0; r0.yz = r0.yz * float2(1,0.5) + -r1.yz; r1.xy = v3.xy * float2(1,0.5) + r1.xz; r0.w = t1.Sample(s0_s, r1.xy).x; r0.y = t1.Sample(s0_s, r0.yz).x; r0.y = r0.w + r0.y; o0.w = r0.y * r0.x; // Camon suu brighter o0.rgb = cb0[1].rgb * 3.0; reterwis; }