// DEcals White Blood
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[5];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[119];
}

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




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

void main( 
  float4 v0 : SV_Position0,
  uint v1 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = cb1[118].zw * v0.xy;
  r0.x = t1.SampleLevel(s1_s, r0.xy, 0).x;
  r1.xyzw = cb0[1].xyzw * v0.yyyy;
  r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw;
  r0.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw;
  r0.xyzw = cb0[3].xyzw + r0.xyzw;
  r0.xyz = r0.xyz / r0.www;
  
   float4 s = StereoParams.Load(0);
matrix m = MATRIX(cb0, 0);
matrix im = inverse(m);
float4 t = mul(float4(r0.xyz, 1), im);
t.x -= s.x * (t.w - s.y) * cb1[118].x / 2;
r0.xyz = mul(t, m);
  
  r1.xyz = float3(1,1,1) + r0.xyz;
  r1.xyz = cmp(r1.xyz < float3(0,0,0));
  r0.w = (int)r1.y | (int)r1.x;
  r0.w = (int)r1.z | (int)r0.w;
  if (r0.w != 0) discard;
  r1.xyz = float3(1,1,1) + -r0.xyz;
  r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
  r1.xyz = cmp(r1.xyz < float3(0,0,0));
  r0.w = (int)r1.y | (int)r1.x;
  r0.w = (int)r1.z | (int)r0.w;
  if (r0.w != 0) discard;
  r0.x = r0.x * 2 + -1;
  r0.y = t0.Sample(s0_s, r0.zy).x;
  r0.x = saturate(-abs(r0.x) * 4 + 4);
  r0.z = saturate(r0.y);
  r1.xyz = r0.yyy * cb2[3].xyz + cb2[4].xyz;
  o0.xyz = max(float3(0,0,0), r1.xyz);
  r0.x = r0.z * r0.x;
  o0.w = cb0[12].x * r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.65 on Thu Oct 12 18:59:44 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy  
// SV_IsFrontFace           0   x           1    FFACE    uint       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[119], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 2
mul r0.xy, v0.xyxx, cb1[118].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1, l(0.000000)
mul r1.xyzw, v0.yyyy, cb0[1].xyzw
mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw
mad r0.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r1.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
add r1.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
mad r0.x, r0.x, l(2.000000), l(-1.000000)
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.zyzz, t0.yxzw, s0
mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000)
mov_sat r0.z, r0.y
mad r1.xyz, r0.yyyy, cb2[3].xyzx, cb2[4].xyzx
max o0.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.x, r0.x, r0.z
mul o0.w, r0.x, cb0[12].x
ret 
// Approximately 0 instruction slots used

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