//nope
// ---- Created with 3Dmigoto v1.2.52 on Sun Feb 12 07:13:10 2017
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);




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


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

  r0.xyzw = t1.Sample(s1_s, v1.zw).xyzw;
  o0.w = 1.00000001e-007 + r0.w;
  r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
  o0.xyz = r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.52 on Sun Feb 12 07:13:10 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
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 linear v1.xyzw
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v1.zwzz, t1.xyzw, s1
add o0.w, r0.w, l(1.000000012E-007)
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mov o0.xyz, r0.xyzx
ret 
// Approximately 0 instruction slots used

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