// ---- Created with 3Dmigoto v1.3.11 on Mon Jan 28 18:10:46 2019
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[11];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[152];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float2 v0 : TEXCOORD0,
  float4 v1 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = cmp(0 < cb0[151].x);
  if (r0.x != 0) {
    r0.xyzw = t0.Sample(s0_s, v0.xy).xyzw;
    r0.x = -cb1[10].x + r0.w;
    r0.x = cmp(r0.x < 0);
    if (r0.x != 0) discard;
  }
  o0.xyzw = cb0[150].xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Mon Jan 28 18:10:46 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_POSITION              0   xyzw        1      POS   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[152], immediateIndexed
dcl_constantbuffer cb1[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xy
dcl_output o0.xyzw
dcl_temps 1
lt r0.x, l(0.000000), cb0[151].x
if_nz r0.x
  sample r0.xyzw, v0.xyxx, t0.xyzw, s0
  add r0.x, r0.w, -cb1[10].x
  lt r0.x, r0.x, l(0.000000)
  discard_nz r0.x
endif
mov o0.xyzw, cb0[150].xyzw
ret
// Approximately 0 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
    