// Mask
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);




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


void main( 
  linear noperspective float2 v0 : TEXCOORD0,
  float4 v1 : SV_POSITION0,
  out float4 o0 : SV_Target0,
  out float oDepth : SV_DEPTH)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = t0.SampleLevel(s0_s, v0.xy, 0).x;
  oDepth = r0.x;
  o0.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.65 on Thu Sep 21 20:56:46 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy  
// SV_POSITION              0   xyzw        1      POS   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_DEPTH                 0    N/A   oDepth    DEPTH   float    YES
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear noperspective v0.xy
dcl_output o0.xyzw
dcl_output oDepth
dcl_temps 1
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.xyzw, s0, l(0.000000)
mov oDepth, r0.x
mov o0.xyzw, l(0,0,0,0)
ret 
// Approximately 0 instruction slots used

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