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

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




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


void main( 
  linear noperspective float4 v0 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = v0.zwzw * float4(0.5,-0.5,0.5,-0.5) + float4(0.5,0.5,0.5,0.5);
  r0.xyzw = r0.xyzw * cb0[1].xyxy + cb0[1].zwzw;
  r1.xyzw = cb0[0].xyxy * float4(-0.25,-0.25,0.25,-0.25) + r0.zwzw;
  r0.xyzw = cb0[0].xyxy * float4(-0.25,0.25,0.25,0.25) + r0.xyzw;
  r0.xyzw = min(cb0[2].xyxy, r0.xyzw);
  r1.xyzw = min(cb0[2].xyxy, r1.xyzw);
  r1.x = t0.SampleLevel(s0_s, r1.xy, 0).x;
  r1.y = t0.SampleLevel(s0_s, r1.zw, 0).x;
  r1.x = min(r1.x, r1.y);
  r0.x = t0.SampleLevel(s0_s, r0.xy, 0).x;
  r0.y = t0.SampleLevel(s0_s, r0.zw, 0).x;
  r0.x = min(r0.x, r0.y);
  
   r0.x = 0;
  
  o0.xyzw = min(r1.xxxx, r0.xxxx);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.57 on Sat Jun 17 14:32:00 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float     zw
//
//
// 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[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear noperspective v0.zw
dcl_output o0.xyzw
dcl_temps 2
mad r0.xyzw, v0.zwzw, l(0.500000, -0.500000, 0.500000, -0.500000), l(0.500000, 0.500000, 0.500000, 0.500000)
mad r0.xyzw, r0.xyzw, cb0[1].xyxy, cb0[1].zwzw
mad r1.xyzw, cb0[0].xyxy, l(-0.250000, -0.250000, 0.250000, -0.250000), r0.zwzw
mad r0.xyzw, cb0[0].xyxy, l(-0.250000, 0.250000, 0.250000, 0.250000), r0.xyzw
min r0.xyzw, r0.xyzw, cb0[2].xyxy
min r1.xyzw, r1.xyzw, cb0[2].xyxy
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t0.xyzw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.y, r1.zwzz, t0.yxzw, s0, l(0.000000)
min r1.x, r1.y, r1.x
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.y, r0.zwzz, t0.yxzw, s0, l(0.000000)
min r0.x, r0.y, r0.x
min o0.xyzw, r0.xxxx, r1.xxxx
ret 
// Approximately 0 instruction slots used

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