// AO
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(
  float2 v0 : TEXCOORD0,
  float4 v1 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = t0.Sample(s0_s, v0.xy).xyzw;
  r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
  
  //r0 = 0;
  
  o0.xyzw = min(float4(10,10,10,10), r0.xyzw);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Fri Nov 23 19:24:55 2018
//
//
// 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
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xy
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v0.xyxx, t0.xyzw, s0
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min o0.xyzw, r0.xyzw, l(10.000000, 10.000000, 10.000000, 10.000000)
ret
// Approximately 0 instruction slots used

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