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

/* 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 _Phase;
    float _PosX;
    float _PosY;
    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 */
/************************************************************/

float Fun_Luminance(float3 _Result)
{
    const float _Kr = 0.299;
    const float _Kg = 0.587;
    const float _Kb = 0.114;

    float _Y = _Kr * _Result.r + _Kg * _Result.g + _Kb * _Result.b;

    return _Y;
}


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) * In.Tint;

        float4 _Render =    _Blending_Mode ? _Render_Background : _Render_Texture;

            float3 _Lum = Fun_Luminance(_Render.rgb);
            _Lum *= _Lum;

                float2 _UV = In.texCoord + float2(_PosX, _PosY);

                _Lum.r = lerp(_Lum.r, cos(_Lum.r * 9.0 + _UV.y * 9.0 + _Render.r) *  sin(_UV.x * 6.0 - _Lum.r), _Phase * sin(_Lum.r * 15. + 2. * _Render.r));
                _Lum.g = lerp(_Lum.g, cos(_Lum.g * 8.0 + _UV.x * 10.0 + _Render.g) * sin(_UV.y * 6.0 - _Lum.g), _Phase * sin(_Lum.g * 17. + 2. * _Render.g));
                _Lum.b = lerp(_Lum.b, cos(_Lum.b * 10. + _UV.y * 13.0 + _Render.b) * sin(_UV.x * 6.0 - _Lum.b), _Phase * sin(_Lum.b * 13. + 2. * _Render.b));

                _Lum.r += abs(0.1 * sin(_Lum.r * 4. + _UV.x * 4.0 + _Render.r) * sin(_UV.y * 9.0 - _Lum.r));
                _Lum.g += abs(0.1 * sin(_Lum.g * 4. + _UV.y * 4.0 + _Render.g) * sin(_UV.x * 9.0 - _Lum.g));
                _Lum.b += abs(0.1 * sin(_Lum.b * 4. + _UV.x * 4.0 + _Render.b) * sin(_UV.y * 9.0 - _Lum.b));

            float3 _LumEx = Fun_Luminance(_Lum.rgb);

                _Lum.r = lerp(_Lum.r, cos(_LumEx.r * 9.0 + _UV.y * 9.0 +  _Lum.r) * sin(_UV.x * 6.0 - _LumEx.r), 0.2 * sin(_LumEx.r * 15. + 2. * _Lum.r));
                _Lum.g = lerp(_Lum.g, cos(_LumEx.g * 8.0 + _UV.x * 10.0 + _Lum.g) * sin(_UV.y * 6.0 - _LumEx.g), 0.2 * sin(_LumEx.g * 17. + 2. * _Lum.g));
                _Lum.b = lerp(_Lum.b, cos(_LumEx.b * 10. + _UV.y * 13.0 + _Lum.b) * sin(_UV.x * 6.0 - _LumEx.b), 0.2 * sin(_LumEx.b * 13. + 2. * _Lum.b));

        _Render.rgb = lerp(_Render.rgb, _Lum, _Mixing);
    
    _Render.a = _Render_Texture.a;
    Out.Color = _Render;
    
    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) * In.Tint;

        float4 _Render =    _Blending_Mode ? _Render_Background : _Render_Texture;

            float3 _Lum = Fun_Luminance(_Render.rgb);
            _Lum *= _Lum;

                float2 _UV = In.texCoord + float2(_PosX, _PosY);

                _Lum.r = lerp(_Lum.r, cos(_Lum.r * 9.0 + _UV.y * 9.0 + _Render.r) *  sin(_UV.x * 6.0 - _Lum.r), _Phase * sin(_Lum.r * 15. + 2. * _Render.r));
                _Lum.g = lerp(_Lum.g, cos(_Lum.g * 8.0 + _UV.x * 10.0 + _Render.g) * sin(_UV.y * 6.0 - _Lum.g), _Phase * sin(_Lum.g * 17. + 2. * _Render.g));
                _Lum.b = lerp(_Lum.b, cos(_Lum.b * 10. + _UV.y * 13.0 + _Render.b) * sin(_UV.x * 6.0 - _Lum.b), _Phase * sin(_Lum.b * 13. + 2. * _Render.b));

                _Lum.r += abs(0.1 * sin(_Lum.r * 4. + _UV.x * 4.0 + _Render.r) * sin(_UV.y * 9.0 - _Lum.r));
                _Lum.g += abs(0.1 * sin(_Lum.g * 4. + _UV.y * 4.0 + _Render.g) * sin(_UV.x * 9.0 - _Lum.g));
                _Lum.b += abs(0.1 * sin(_Lum.b * 4. + _UV.x * 4.0 + _Render.b) * sin(_UV.y * 9.0 - _Lum.b));

            float3 _LumEx = Fun_Luminance(_Lum.rgb);

                _Lum.r = lerp(_Lum.r, cos(_LumEx.r * 9.0 + _UV.y * 9.0 +  _Lum.r) * sin(_UV.x * 6.0 - _LumEx.r), 0.2 * sin(_LumEx.r * 15. + 2. * _Lum.r));
                _Lum.g = lerp(_Lum.g, cos(_LumEx.g * 8.0 + _UV.x * 10.0 + _Lum.g) * sin(_UV.y * 6.0 - _LumEx.g), 0.2 * sin(_LumEx.g * 17. + 2. * _Lum.g));
                _Lum.b = lerp(_Lum.b, cos(_LumEx.b * 10. + _UV.y * 13.0 + _Lum.b) * sin(_UV.x * 6.0 - _LumEx.b), 0.2 * sin(_LumEx.b * 13. + 2. * _Lum.b));

        _Render.rgb = lerp(_Render.rgb, _Lum, _Mixing);

    _Render.a = _Render_Texture.a;
    _Render.rgb *= _Render.a;

    Out.Color = _Render;
    return Out;
}