/***********************************************************/

/* Shader author: Foxioo */
/* Version shader: 1.1 (18.10.2025) */
/* My GitHub: https://github.com/FoxiooOfficial */

/***********************************************************/

/* ####################################################### */

/***********************************************************/
/* Samplers */
/***********************************************************/

Texture2D<float4> S2D_Image : register(t0);
SamplerState S2D_ImageSampler : register(s0);

Texture2D<float4> S2D_Background : register(t1);
SamplerState S2D_BackgroundSampler : register(s1);

/***********************************************************/
/* Varibles */
/***********************************************************/

cbuffer PS_VARIABLES : register(b0)
{
    bool _;
    bool _Blending_Mode;
    float _Mixing;
    float _Seed;
    bool __;
	bool _Is_Pre_296_Build;
    bool ___;
};

struct PS_INPUT
{
  float4 Tint : COLOR0;
  float2 texCoord : TEXCOORD0;
};

struct PS_OUTPUT
{
    float4 Color   : SV_TARGET;
};

cbuffer PS_PIXELSIZE : register(b1)
{
	float fPixelWidth;
	float fPixelHeight;
};

/************************************************************/
/* Main */
/************************************************************/

float3 Fun_Hash21(float3 _Color) 
{ 
    float3 _Noise;
    _Noise.x = frac(_Seed + sin(((_Color.x - _Seed) * 12.9898 + 78.233)) * 43758.5453);
    _Noise.y = frac(_Seed + sin(((_Color.y - _Seed) * 63.7264 + 10.873)) * 73156.8473);
    _Noise.z = frac(_Seed + sin(((_Color.z - _Seed) * 43.5276 + 37.735)) * 12931.5923);
    return _Noise;
}

PS_OUTPUT ps_main( in PS_INPUT In )
{
    PS_OUTPUT Out;

    float4 _Render_Texture = S2D_Image.Sample(S2D_ImageSampler, In.texCoord) * In.Tint;
    float4 _Render_Background = S2D_Background.Sample(S2D_BackgroundSampler, In.texCoord);

        float4 _Render = _Blending_Mode ? _Render_Background : _Render_Texture;
        float4 _Result = _Render;

            _Result.rgb = Fun_Hash21(_Result.rgb);
            _Result.rgb = Fun_Hash21(1.0 - _Result.rgb);

                    uint _Pixel = (uint)(In.texCoord.x / fPixelWidth);
                    
                    if((_Pixel % 2) == 0) _Result.rgb = _Result.gbr;
                    if((_Pixel % 3) == 0) _Result.rgb = _Result.brg;

                    _Result.rgb = Fun_Hash21(1.0 - _Result.rgb);

                    _Result.rgb = 1.0 - _Result.gbr;

            _Result.rgb = lerp(_Render.rgb, _Result.rgb, _Mixing);
            _Result.a = _Render_Texture.a;

    Out.Color = _Result;
    
    return Out;
}

/************************************************************/
/* Premultiplied Alpha */
/************************************************************/

float4 Demultiply(float4 _Color)
{
	if ( _Color.a != 0 )   _Color.rgb /= _Color.a;
	return _Color;
}

PS_OUTPUT ps_main_pm( in PS_INPUT In ) 
{
    PS_OUTPUT Out;

    float4 _Render_Texture = Demultiply(S2D_Image.Sample(S2D_ImageSampler, In.texCoord)) * In.Tint;
    float4 _Render_Background = S2D_Background.Sample(S2D_BackgroundSampler, In.texCoord);

        float4 _Render = _Blending_Mode ? _Render_Background : _Render_Texture;
        float4 _Result = _Render;

            _Result.rgb = Fun_Hash21(_Result.rgb);
            _Result.rgb = Fun_Hash21(1.0 - _Result.rgb);

                    uint _Pixel = (uint)(In.texCoord.x / fPixelWidth);
                    
                    if((_Pixel % 2) == 0) _Result.rgb = _Result.gbr;
                    if((_Pixel % 3) == 0) _Result.rgb = _Result.brg;

                    _Result.rgb = Fun_Hash21(1.0 - _Result.rgb);

                    _Result.rgb = 1.0 - _Result.gbr;

            _Result.rgb = lerp(_Render.rgb, _Result.rgb, _Mixing);
            _Result.a = _Render_Texture.a;

    _Result.rgb *= _Result.a;

    Out.Color = _Result;
    return Out;
}