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

/* Autor shader: Foxioo */
/* Version shader: 1.2 (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 _Segments;
    float _BlurScale;
    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 */
/************************************************************/

float4 Fun_GetColor(float2 In, Texture2D<float4> _Texture, SamplerState _Sampler)
{
    return _Texture.Sample(_Sampler, In);
}

float4 Fun_Interpolation(float2 In, float _Segm, Texture2D<float4> _Texture, SamplerState _Sampler, float _Smoothness)
{
    float2 _In_Segment = floor(In * _Segm) / _Segm;
    float2 _In_Segment_Next = (floor(In * _Segm) + 1.0) / _Segm;
    
    float2 _UV = frac(In * _Segm);

        float4 _Render_0X = Fun_GetColor(_In_Segment, _Texture, _Sampler);
        float4 _Render_1X = Fun_GetColor(float2(_In_Segment_Next.x, _In_Segment.y), _Texture, _Sampler);
            
    float4 _Render_X = lerp(_Render_0X, _Render_1X, smoothstep(0.0, _Smoothness, _UV.x));

        float4 _Render_0Y = Fun_GetColor(float2(_In_Segment.x, _In_Segment_Next.y), _Texture, _Sampler);
        float4 _Render_1Y = Fun_GetColor(_In_Segment_Next, _Texture, _Sampler);
       
    float4 _Render_Y = lerp(_Render_0Y, _Render_1Y, smoothstep(0.0, _Smoothness, _UV.x));

    return lerp(_Render_X, _Render_Y, smoothstep(0.0, _Smoothness, _UV.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);

    float _Div = (_Segments * _Mixing * fPixelWidth) == 0 ? 0.00001 : (_Segments * _Mixing * fPixelWidth);
    float __Segments = 1.0 / _Div;

    float4 _Result = _Blending_Mode ? Fun_Interpolation(In.texCoord, __Segments, S2D_Background, S2D_BackgroundSampler, _BlurScale) 
                                    : Fun_Interpolation(In.texCoord, __Segments, S2D_Image, S2D_ImageSampler, _BlurScale) * In.Tint;

    float4 _Render = _Blending_Mode ? _Render_Background : _Render_Texture;

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

    if (_Blending_Mode) 
        _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);

    float _Div = (_Segments * _Mixing * fPixelWidth) == 0 ? 0.00001 : (_Segments * _Mixing * fPixelWidth);
    float __Segments = 1.0 / _Div;

    float4 _Result = _Blending_Mode ? Fun_Interpolation(In.texCoord, __Segments, S2D_Background, S2D_BackgroundSampler, _BlurScale) 
                                    : Demultiply(Fun_Interpolation(In.texCoord, __Segments, S2D_Image, S2D_ImageSampler, _BlurScale)) * In.Tint;

    float4 _Render = _Blending_Mode ? _Render_Background : _Render_Texture;

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

    if (_Blending_Mode) 
        _Result.a = _Render_Texture.a;

    _Result.rgb *= _Result.a;
    Out.Color = _Result;
    return Out;  
}
