// ---- Created with 3Dmigoto v1.3.14 on Fri Feb 01 20:18:38 2019
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb4 : register(b4)
{
  float4 cb4[11];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[8];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[22];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[8];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[165];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD2,
  float3 v3 : TEXCOORD3,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = cmp(float2(0,0) < cb0[164].yx);
  if (r0.x != 0) {
    r1.xyzw = t0.Sample(s1_s, v1.xy).xyzw;
    r0.z = cb1[7].z * r1.x + cb1[7].w;
    r0.z = 1 / r0.z;
    r1.xyz = v2.xzy * r0.zzz + cb1[4].xzy;
    r2.xy = r1.xy;
  } else {
    r0.z = cb1[5].z / v2.z;
    r3.xyz = v2.xyz * r0.zzz;
    r0.zw = v0.xy / cb1[6].xy;
    r4.xyzw = t0.Sample(s1_s, r0.zw).xyzw;
    r0.z = cb1[7].x * r4.x + cb1[7].y;
    r0.z = 1 / r0.z;
    r3.xyz = r3.xyz * r0.zzz;
    r4.xyz = cb2[19].xyz * r3.yyy;
    r3.xyw = cb2[18].xyz * r3.xxx + r4.xyz;
    r3.xyz = cb2[20].xyz * r3.zzz + r3.xyw;
    r2.xyz = cb2[21].xzy + r3.xzy;
    r3.xyz = cb3[5].xyz * r2.zzz;
    r3.xyz = cb3[4].xyz * r2.xxx + r3.xyz;
    r3.xyz = cb3[6].xyz * r2.yyy + r3.xyz;
    r1.xyz = cb3[7].xzy + r3.xzy;
  }
  r0.z = cmp(cb0[164].y < 1);
  r3.xyz = float3(0.5,0.5,0.5) + -abs(r1.xzy);
  r3.xyz = cmp(r3.xyz < float3(0,0,0));
  r0.w = (int)r3.y | (int)r3.x;
  r0.w = (int)r3.z | (int)r0.w;
  r0.z = r0.z ? r0.w : 0;
  if (r0.z != 0) discard;
  r0.zw = float2(0.5,0.5) + r1.xy;
  r0.x = (int)r0.x | (int)r0.y;
  r0.xy = r0.xx ? r2.xy : r0.zw;
  r0.xy = r0.xy * cb0[6].xy + cb0[6].zw;
  r0.xy = cb0[150].xy * cb1[0].yy + r0.xy;
  r0.xyzw = t1.SampleLevel(s0_s, r0.xy, 0).xyzw;
  r1.xyz = cb0[163].yyy * cb0[4].xyz;
  o0.xyz = saturate(r1.xyz * r0.xyz);
  r0.x = cmp(0 < cb0[163].w);
  r0.y = 1 + -cb0[4].w;
  r0.y = saturate(r0.w + -r0.y);
  r0.z = cb0[4].w * r0.w;
  r0.x = r0.x ? r0.y : r0.z;
  r0.x = saturate(cb4[9].w * r0.x);
  r0.y = cmp(0 < cb4[10].x);
  r0.z = -cb4[10].x + r0.x;
  r0.z = cmp(r0.z < 0);
  r0.y = r0.y ? r0.z : 0;
  if (r0.y != 0) discard;
  o0.w = r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.14 on Fri Feb 01 20:18:38 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 2   xyz         2     NONE   float   xyz
// TEXCOORD                 3   xyz         3     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[165], immediateIndexed
dcl_constantbuffer cb1[8], immediateIndexed
dcl_constantbuffer cb2[22], immediateIndexed
dcl_constantbuffer cb3[8], immediateIndexed
dcl_constantbuffer cb4[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 5
lt r0.xy, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[164].yxyy
if_nz r0.x
  sample r1.xyzw, v1.xyxx, t0.xyzw, s1
  mad r0.z, cb1[7].z, r1.x, cb1[7].w
  div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
  mad r1.xyz, v2.xzyx, r0.zzzz, cb1[4].xzyx
  mov r2.xy, r1.xyxx
else
  div r0.z, cb1[5].z, v2.z
  mul r3.xyz, r0.zzzz, v2.xyzx
  div r0.zw, v0.xxxy, cb1[6].xxxy
  sample r4.xyzw, r0.zwzz, t0.xyzw, s1
  mad r0.z, cb1[7].x, r4.x, cb1[7].y
  div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
  mul r3.xyz, r0.zzzz, r3.xyzx
  mul r4.xyz, r3.yyyy, cb2[19].xyzx
  mad r3.xyw, cb2[18].xyxz, r3.xxxx, r4.xyxz
  mad r3.xyz, cb2[20].xyzx, r3.zzzz, r3.xywx
  add r2.xyz, r3.xzyx, cb2[21].xzyx
  mul r3.xyz, r2.zzzz, cb3[5].xyzx
  mad r3.xyz, cb3[4].xyzx, r2.xxxx, r3.xyzx
  mad r3.xyz, cb3[6].xyzx, r2.yyyy, r3.xyzx
  add r1.xyz, r3.xzyx, cb3[7].xzyx
endif
lt r0.z, cb0[164].y, l(1.000000)
add r3.xyz, -|r1.xzyx|, l(0.500000, 0.500000, 0.500000, 0.000000)
lt r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r3.y, r3.x
or r0.w, r3.z, r0.w
and r0.z, r0.z, r0.w
discard_nz r0.z
add r0.zw, r1.xxxy, l(0.000000, 0.000000, 0.500000, 0.500000)
or r0.x, r0.x, r0.y
movc r0.xy, r0.xxxx, r2.xyxx, r0.zwzz
mad r0.xy, r0.xyxx, cb0[6].xyxx, cb0[6].zwzz
mad r0.xy, cb0[150].xyxx, cb1[0].yyyy, r0.xyxx
sample_l r0.xyzw, r0.xyxx, t1.xyzw, s0, l(0.000000)
mul r1.xyz, cb0[4].xyzx, cb0[163].yyyy
mul_sat o0.xyz, r0.xyzx, r1.xyzx
lt r0.x, l(0.000000), cb0[163].w
add r0.y, -cb0[4].w, l(1.000000)
add_sat r0.y, -r0.y, r0.w
mul r0.z, r0.w, cb0[4].w
movc r0.x, r0.x, r0.y, r0.z
mul_sat r0.x, r0.x, cb4[9].w
lt r0.y, l(0.000000), cb4[10].x
add r0.z, r0.x, -cb4[10].x
lt r0.z, r0.z, l(0.000000)
and r0.y, r0.y, r0.z
discard_nz r0.y
mov o0.w, r0.x
ret
// Approximately 0 instruction slots used

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