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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;
}