//bloom (brightness)
// ---- Created with 3Dmigoto v1.3.16 on Fri Sep 04 17:11:15 2020

cbuffer quad : register(b0)
{
  float4 gv_renderColor : packoffset(c0);
  float4 gv_rectangle : packoffset(c1);
  float4 gv_z : packoffset(c2);
}



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


void main(
  uint v0 : SV_VertexID0,
  out float4 o0 : SV_Position0,
  out float2 o1 : TEXCOORD0)
{
  const float4 icb[] = { { 0, 0, 0, 0},
                              { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 1.000000, 1.000000, 0, 0} };
// Needs manual fix for instruction:
// unknown dcl_: dcl_input_sgv v0.x, vertex_id
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.z = gv_z.x;
  o0.w = 1;
  r0.x = v0.x;
  o0.xy = icb[r0.x+0].xy * gv_rectangle.zw + gv_rectangle.xy;
o0.xy *= 0.75;
  o1.xy = icb[r0.x+0].xy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
//   using 3Dmigoto v1.3.16 on Fri Sep 04 17:11:15 2020
//
//
// Buffer Definitions:
//
// cbuffer quad
// {
//
//   float4 gv_renderColor;             // Offset:    0 Size:    16 [unused]
//   float4 gv_rectangle;               // Offset:   16 Size:    16
//   float4 gv_z;                       // Offset:   32 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// quad                              cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID              0   x           0   VERTID    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
//
vs_4_1
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { 0, 0, 0, 0},
                              { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 1.000000, 1.000000, 0, 0} }
dcl_constantbuffer cb0[3], immediateIndexed
dcl_input_sgv v0.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 1
mov o0.z, cb0[2].x
mov o0.w, l(1.000000)
mov r0.x, v0.x
mad o0.xy, icb[r0.x + 0].xyxx, cb0[1].zwzz, cb0[1].xyxx
mov o1.xy, icb[r0.x + 0].xyxx
ret
// Approximately 6 instruction slots used

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