// HDR
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.11 on Fri Nov 16 15:18:23 2018
//
//
// Buffer Definitions:
//
// cbuffer _cbGlareDownsample
// {
//
//   struct S_cbGlareDownsample
//   {
//
//       float4 vHighResPixelToUV;      // Offset:    0
//       float fBrightPassThreshold;    // Offset:   16
//
//   } cbGlareDownsample;               // Offset:    0 Size:    20
//
// }
//
// Resource bind info for srvHDRAdaptationState
// {
//
//   struct SHDRAdaptationState
//   {
//
//       float m_fLuminanceGeometricMean;// Offset:    0
//       float m_fAdaptedMiddleGray;    // Offset:    4
//       float m_fAdaptedBloomPoint;    // Offset:    8
//       float m_fAdaptedBloomPointThreshold;// Offset:   12
//       float m_fAdaptedLuminance;     // Offset:   16
//       float m_fAdaptedExposure;      // Offset:   20
//       float m_fAdaptedBrightPassThreshold;// Offset:   24
//
//   } $Element;                        // Offset:    0 Size:    28
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samplerPointClamp                 sampler      NA          NA    0        1
// mapInputBuffer                    texture  float4          2d    0        1
// srvHDRAdaptationState             texture  struct         r/o    1        1
// uavOutput                             UAV  float3          2d    0        1
// _cbGlareDownsample                cbuffer      NA          NA    5        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Input
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
cs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb5[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_structured t1, 28
dcl_uav_typed_texture2d (float,float,float,float) u0
dcl_input vThreadID.xy
dcl_temps 3
dcl_thread_group 8, 8, 1
//
// Initial variable locations:
//   vThreadID.x <- viPixelCoord.x; vThreadID.y <- viPixelCoord.y
//
#line 20 "C:\p4\PRJ_PRO\main\assembly\shaders\win32\glare.fx"

ishl r0.xy, vThreadID.xyxx, l(1, 1, 0, 0)  // r0.x <- viHighResPixelCoord.x; r0.y <- viHighResPixelCoord.y
itof r0.xy, r0.xyxx

// remove HDR.
//mov r0.x, l(0.000000)
//mov r0.y, l(0.000000)

mad r0.xy, r0.xyxx, cb5[0].xyxx, cb5[0].zwzz  // r0.x <- vUV.x; r0.y <- vUV.y




#line 26
sample_l_aoffimmi_indexable(0,1,0)(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t0.xyzw, s0, l(0.000000)

#line 577 "common.fx"
dp3 r0.z, r1.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)  // r0.z <- <CalcLuminance return value>




#line 13 "C:\p4\PRJ_PRO\main\assembly\shaders\win32\glare.fx"
add r0.z, r0.z, l(0.000001)  // r0.z <- fLuminance

#line 23
ld_structured_indexable(structured_buffer, stride=28)(mixed,mixed,mixed,mixed) r0.w, l(0), l(24), t1.xxxx  // r0.w <- fThreshold

#line 14
div r0.z, r0.w, r0.z
add_sat r0.z, -r0.z, l(1.000000)



mul r1.xyzw, r1.xyzx, r0.zzzz  // r1.y <- <BrightPass return value>.y; r1.z <- <BrightPass return value>.z; r1.w <- <BrightPass return value>.x


#line 25
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0, l(0.000000)

#line 577 "common.fx"
dp3 r0.z, r2.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)  // r0.z <- <CalcLuminance return value>

#line 13 "C:\p4\PRJ_PRO\main\assembly\shaders\win32\glare.fx"
add r0.z, r0.z, l(0.000001)  // r0.z <- fLuminance
div r0.z, r0.w, r0.z
add_sat r0.z, -r0.z, l(1.000000)

#line 29
mad r1.xyzw, r0.zzzz, r2.xyzx, r1.xyzw
sample_l_aoffimmi_indexable(1,0,0)(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0, l(0.000000)

#line 577 "common.fx"
dp3 r0.z, r2.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)  // r0.z <- <CalcLuminance return value>

#line 13 "C:\p4\PRJ_PRO\main\assembly\shaders\win32\glare.fx"
add r0.z, r0.z, l(0.000001)  // r0.z <- fLuminance
div r0.z, r0.w, r0.z
add_sat r0.z, -r0.z, l(1.000000)

#line 29
mad r1.xyzw, r0.zzzz, r2.xyzx, r1.xyzw
sample_l_aoffimmi_indexable(1,1,0)(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0, l(0.000000)

#line 577 "common.fx"
dp3 r0.z, r2.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)  // r0.z <- <CalcLuminance return value>

#line 13 "C:\p4\PRJ_PRO\main\assembly\shaders\win32\glare.fx"
add r0.z, r0.z, l(0.000001)  // r0.z <- fLuminance
div r0.z, r0.w, r0.z
add_sat r0.z, -r0.z, l(1.000000)

#line 29
mad r1.xyzw, r0.zzzz, r2.xyzx, r1.xyzw
mul r1.xyzw, r1.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)  // r1.y <- vColor.y; r1.z <- vColor.z; r1.w <- vColor.x
mul r0.z, r0.y, r0.x
add r0.xy, -r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r0.x, r0.x, r0.z
mul r0.x, r0.y, r0.x
mul r0.x, r0.x, l(16.000000)
mul r0.xyzw, r0.xxxx, r1.xyzw  // r0.y <- vColor.y; r0.z <- vColor.z; r0.w <- vColor.x
dp3 r1.x, r0.wyzw, l(1.000000, 1.000000, 1.000000, 0.000000)
and r1.x, r1.x, l(0x7f800000)
ine r1.x, r1.x, l(0x7f800000)
and r0.xyzw, r0.xyzw, r1.xxxx
store_uav_typed u0.xyzw, vThreadID.xyyy, r0.xyzw
ret
// Approximately 41 instruction slots used

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