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

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[32];
}




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


void main( 
  float4 v0 : TEXCOORD0,
  linear noperspective float4 v1 : TEXCOORD1,
  linear noperspective float4 v2 : TEXCOORD2,
  linear noperspective float4 v3 : TEXCOORD3,
  linear noperspective float4 v4 : TEXCOORD4,
  linear noperspective float4 v5 : TEXCOORD5,
  linear noperspective float4 v6 : TEXCOORD6,
  linear noperspective float4 v7 : TEXCOORD7,
  linear noperspective float4 v8 : TEXCOORD8,
  linear noperspective float4 v9 : TEXCOORD9,
  linear noperspective float4 v10 : TEXCOORD10,
  linear noperspective float4 v11 : TEXCOORD11,
  linear noperspective float4 v12 : TEXCOORD12,
  linear noperspective float4 v13 : TEXCOORD13,
  linear noperspective float4 v14 : TEXCOORD14,
  linear noperspective float4 v15 : TEXCOORD15,
  linear noperspective float4 v16 : TEXCOORD16,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = t0.Sample(s0_s, v1.wz).xyzw;
  r0.xyzw = cb0[1].xyzw * r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[0].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v2.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[2].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v2.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[3].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v3.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[4].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v3.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[5].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v4.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[6].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v4.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[7].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v5.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[8].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v5.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[9].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v6.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[10].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v6.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[11].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v7.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[12].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v7.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[13].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v8.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[14].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v8.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[15].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v9.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[16].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v9.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[17].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v10.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[18].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v10.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[19].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v11.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[20].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v11.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[21].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v12.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[22].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v12.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[23].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v13.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[24].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v13.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[25].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v14.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[26].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v14.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[27].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v15.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[28].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v15.wz).xyzw;
  r0.xyzw = r1.xyzw * cb0[29].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v16.xy).xyzw;
  r0.xyzw = r1.xyzw * cb0[30].xyzw + r0.xyzw;
  r1.xyzw = t0.Sample(s0_s, v16.wz).xyzw;
  o0.xyzw = r1.xyzw * cb0[31].xyzw + r0.xyzw;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniParams = IniParams.Load(0);
  if(iniParams.w == 0) {
  o0 = 0;
  }
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.57 on Fri Apr 28 12:54:05 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float       
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyzw        6     NONE   float   xyzw
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
// TEXCOORD                 8   xyzw        8     NONE   float   xyzw
// TEXCOORD                 9   xyzw        9     NONE   float   xyzw
// TEXCOORD                10   xyzw       10     NONE   float   xyzw
// TEXCOORD                11   xyzw       11     NONE   float   xyzw
// TEXCOORD                12   xyzw       12     NONE   float   xyzw
// TEXCOORD                13   xyzw       13     NONE   float   xyzw
// TEXCOORD                14   xyzw       14     NONE   float   xyzw
// TEXCOORD                15   xyzw       15     NONE   float   xyzw
// TEXCOORD                16   xyzw       16     NONE   float   xyzw
//
//
// 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[32], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear noperspective v1.xyzw
dcl_input_ps linear noperspective v2.xyzw
dcl_input_ps linear noperspective v3.xyzw
dcl_input_ps linear noperspective v4.xyzw
dcl_input_ps linear noperspective v5.xyzw
dcl_input_ps linear noperspective v6.xyzw
dcl_input_ps linear noperspective v7.xyzw
dcl_input_ps linear noperspective v8.xyzw
dcl_input_ps linear noperspective v9.xyzw
dcl_input_ps linear noperspective v10.xyzw
dcl_input_ps linear noperspective v11.xyzw
dcl_input_ps linear noperspective v12.xyzw
dcl_input_ps linear noperspective v13.xyzw
dcl_input_ps linear noperspective v14.xyzw
dcl_input_ps linear noperspective v15.xyzw
dcl_input_ps linear noperspective v16.xyzw
dcl_output o0.xyzw
dcl_temps 2
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v1.wzww, t0.xyzw, s0
mul r0.xyzw, r0.xyzw, cb0[1].xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[0].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v2.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[2].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v2.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[3].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v3.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[4].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v3.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[5].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v4.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[6].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v4.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[7].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v5.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[8].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v5.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[9].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v6.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[10].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v6.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[11].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v7.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[12].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v7.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[13].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v8.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[14].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v8.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[15].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v9.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[16].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v9.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[17].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v10.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[18].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v10.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[19].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v11.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[20].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v11.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[21].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v12.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[22].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v12.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[23].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v13.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[24].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v13.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[25].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v14.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[26].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v14.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[27].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v15.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[28].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v15.wzww, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[29].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v16.xyxx, t0.xyzw, s0
mad r0.xyzw, r1.xyzw, cb0[30].xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v16.wzww, t0.xyzw, s0
mad o0.xyzw, r1.xyzw, cb0[31].xyzw, r0.xyzw
ret 
// Approximately 0 instruction slots used

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