//sun bloom-- disabled
// ---- Created with 3Dmigoto v1.2.52 on Sun Feb 12 09:31:51 2017
cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[13];
}




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


void main( 
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float2 p1 : TEXCOORD1,
  out float4 o2 : TEXCOORD2)
{
  const float4 icb[] = { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000} };
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * float4(0.100000001,0.100000001,0.100000001,0.100000001) + r0.xyzw;
  o0.xyzw = cb1[3].xyzw * v0.wwww + r0.xyzw;
  r0.x = cmp(cb0[9].y < 0);
  r0.y = 1 + -v1.y;
  o1.y = r0.x ? r0.y : v1.y;
  o1.xzw = v1.xxy;
  o2.w = v0.z;
  r0.x = (int)v0.z;
  o2.x = dot(cb0[10].xyzw, icb[r0.x+0].xyzw);
  o2.y = dot(cb0[11].xyzw, icb[r0.x+0].xyzw);
  o2.z = dot(cb0[12].xyzw, icb[r0.x+0].xyzw);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.52 on Sun Feb 12 09:31:51 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
// TEXCOORD                 1     zw        1     NONE   float     zw
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
//
vs_4_0
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000} }
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xyzw
dcl_temps 1
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, l(0.100000, 0.100000, 0.100000, 0.100000), r0.xyzw
mad o0.xyzw, cb1[3].xyzw, v0.wwww, r0.xyzw
lt r0.x, cb0[9].y, l(0.000000)
add r0.y, -v1.y, l(1.000000)
movc o1.y, r0.x, r0.y, v1.y
mov o1.xzw, v1.xxxy
mov o2.w, v0.z
ftoi r0.x, v0.z
dp4 o2.x, cb0[10].xyzw, icb[r0.x + 0].xyzw
dp4 o2.y, cb0[11].xyzw, icb[r0.x + 0].xyzw
dp4 o2.z, cb0[12].xyzw, icb[r0.x + 0].xyzw
ret 
// Approximately 0 instruction slots used

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