//getting one eyed halos-- fixed in d3dx.ini
// ---- Created with 3Dmigoto v1.2.52 on Thu Feb 16 11:49:54 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,
  float2 v1 : TEXCOORD0,
  out float oDepth : SV_Depth)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
  r1.xyzw = t1.Sample(s1_s, v1.xy).xyzw;
  oDepth = min(r1.x, r0.x);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.52 on Thu Feb 16 11:49:54 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Depth                 0    N/A   oDepth    DEPTH   float    YES
//
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.xy
dcl_output oDepth
dcl_temps 2
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
sample r1.xyzw, v1.xyxx, t1.xyzw, s1
min oDepth, r0.x, r1.x
ret 
// Approximately 0 instruction slots used

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