// Waster swizzle
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[12];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[12];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[58];
}

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,
  out float4 o0 : SV_Target0,
  out float4 o2 : SV_Target2,
  out float4 o3 : SV_Target3)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[1].xyzw * v0.yyyy;
  r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;
  r1.xy = cb2[3].zw * v0.xy;
  r1.x = t2.SampleLevel(s2_s, r1.xy, 0).x;
  r0.xyzw = r1.xxxx * cb0[2].xyzw + r0.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) * cb2[3].x / 2;
r0.xyz = mul(t, m);
  
  r1.yzw = float3(1,1,1) + r0.xyz;
  r1.yzw = cmp(r1.yzw < float3(0,0,0));
  r0.w = (int)r1.z | (int)r1.y;
  r0.w = (int)r1.w | (int)r0.w;
  if (r0.w != 0) discard;
  r1.yzw = float3(1,1,1) + -r0.xyz;
  r1.yzw = cmp(r1.yzw < float3(0,0,0));
  r0.w = (int)r1.z | (int)r1.y;
  r0.w = (int)r1.w | (int)r0.w;
  if (r0.w != 0) discard;
  r1.yzw = cb1[38].xyw * v0.yyy;
  r1.yzw = v0.xxx * cb1[37].xyw + r1.yzw;
  r1.xyz = r1.xxx * cb1[39].xyw + r1.yzw;
  r1.xyz = cb1[40].xyw + r1.xyz;
  r1.xyz = r1.xxy / r1.zzz;
  
  // Common SVPositionToTranslatedWorld fix:
matrix TranslatedWorldToClip = MATRIX(cb1, 1);
matrix ClipToTranslatedWorld = MATRIX(cb1, 33);
float4 tmp = mul(r1.xyz, TranslatedWorldToClip);
tmp.x -= s.x * (tmp.w - s.y);
r1.xyz = mul(tmp, ClipToTranslatedWorld).wzz;
  
  r1.xyz = -cb1[57].xxy + r1.xyz;
  r1.xyz = float3(0.001953125,0.001953125,0.001953125) * r1.yzx;
  r1.w = 0;
  r2.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
  r0.xw = r2.zy * float2(2,1) + r1.zw;
  r3.xw = float2(0.0500000007,-0.5) * cb2[11].zz;
  r3.yz = float2(0,0);
  r4.xy = r0.xw * cb3[1].xy + r3.xy;
  r2.w = t0.Sample(s0_s, r4.xy).x;
  r4.xyzw = r2.zyzy * float4(4,1,2,1) + r1.xyxy;
  r4.xy = r4.xy * cb3[1].xy + r3.zw;
  r4.x = t1.Sample(s1_s, r4.xy).y;
  r2.w = r4.x * cb3[9].w + r2.w;
  r4.xy = r2.zy * float2(8,1) + r1.xy;
  r3.zw = r4.xy * cb3[1].xy + r3.zw;
  r3.z = t1.Sample(s1_s, r3.zw).y;
  r1.x = -0.0500000007 * cb2[11].z;
  r1.yw = float2(0,0.5);
  r0.xw = r0.xw * cb3[1].xy + r1.xy;
  r0.x = t0.Sample(s0_s, r0.xw).y;
  r0.x = r3.z * cb3[9].w + r0.x;
  r0.x = r2.w * r0.x;
  r0.y = 0.5 * r0.y;
  r0.w = r0.z * 0.5 + 0.5;
  r0.yz = r0.wy + r1.zw;
  r0.yz = r0.yz * cb3[1].xy + r3.xy;
  r0.y = t0.Sample(s0_s, r0.yz).y;
  r1.x = 0;
  r1.y = -cb2[11].z;
  r0.zw = r4.zw * cb3[1].xy + r1.xy;
  r0.z = t1.Sample(s1_s, r0.zw).z;
  r0.y = r0.z * cb3[9].w + r0.y;
  r0.z = r0.x * r0.y + cb3[10].w;
  r0.xy = -r0.xx * r0.yy + cb3[10].xy;
  r0.xy = saturate(r0.xy * float2(41,41) + float2(-20,-20));
  r1.x = 9.99999809 * r2.y;
  r1.x = saturate(r1.x);
  r0.w = r1.x * -2 + 3;
  r1.x = r1.x * r1.x;
  r0.w = r1.x * r0.w;
  r1.xy = float2(1,1) + -r2.yz;
  r1.x = saturate(2.5 * r1.x);
  r1.z = r1.x * -2 + 3;
  r1.x = r1.x * r1.x;
  r1.x = r1.z * r1.x;
  r0.w = r1.x * r0.w;
  r0.z = r0.z * r0.w;
  r0.w = 1 / cb3[11].x;
  r1.x = saturate(r2.z * r0.w);
  r0.w = saturate(r1.y * r0.w);
  r1.y = r1.x * -2 + 3;
  r1.x = r1.x * r1.x;
  r1.x = r1.y * r1.x;
  r1.y = r0.w * -2 + 3;
  r0.w = r0.w * r0.w;
  r0.w = r1.y * r0.w;
  r0.w = r1.x * r0.w;
  r0.z = r0.z * r0.w;
  r0.z = saturate(floor(r0.z));
  r0.w = r2.x * 2 + -1;
  r0.w = saturate(-abs(r0.w) * 4 + 4);
  r0.z = r0.z * r0.w;
  r0.z = cb0[12].x * r0.z;
  o0.w = r0.z;
  r1.y = 1;
  r1.z = cb3[1].y;
  r1.xy = r2.zy * r1.yz;
  r2.xyzw = cb3[1].xyxy * r2.zyzy;
  r2.xyzw = float4(0.5,2,5,5) * r2.xzyw;
  r3.y = cb3[1].x;
  r3.z = 5;
  r1.yz = r3.yz * r1.xy;
  r1.x = cb2[11].z * -0.125 + r1.y;
  r1.xy = float2(0,0.0500000007) + r1.xz;
  r0.w = t0.Sample(s0_s, r1.xy).z;
  r2.xy = cb2[11].zz * float2(0.0500000007,-0.100000001) + r2.xy;
  r1.xyzw = float4(0,0.0500000007,0,0.0500000007) + r2.xzyw;
  r1.x = t0.Sample(s0_s, r1.xy).z;
  r1.y = t0.Sample(s0_s, r1.zw).z;
  r0.w = r1.x * r0.w;
  r0.w = r0.w * r1.y;
  r0.w = saturate(r0.w * 5 + -2);
  r0.w = cb3[9].z * r0.w;
  r0.x = 1 + -r0.x;
  r1.xyz = -cb3[5].xyz + cb3[4].xyz;
  r1.xyz = r0.yyy * r1.xyz + cb3[5].xyz;
  r2.xyz = cb3[10].zzz * r1.xyz;
  o3.xyz = saturate(cb3[7].xyz * r1.xyz);
  r0.xyw = r0.www * r0.xxx + r2.xyz;
  r0.xyw = cb3[6].xyz + r0.xyw;
  o0.xyz = max(float3(0,0,0), r0.xyw);
  o2.w = r0.z;
  o3.w = r0.z;
  o2.z = cb2[8].y * 0.5 + cb2[8].x;
  o2.xy = float2(0,0.5);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.57 on Sat Jun 17 10:42:12 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                2   xyzw        2   TARGET   float   xyzw
// SV_Target                3   xyzw        3   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[58], immediateIndexed
dcl_constantbuffer cb2[12], immediateIndexed
dcl_constantbuffer cb3[12], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 5
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
mul r1.xy, v0.xyxx, cb2[3].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t2.xyzw, s2, l(0.000000)
mad r0.xyzw, r1.xxxx, cb0[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r1.yzw, r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.z, r1.y
or r0.w, r1.w, r0.w
discard_nz r0.w
add r1.yzw, -r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.z, r1.y
or r0.w, r1.w, r0.w
discard_nz r0.w
mul r1.yzw, v0.yyyy, cb1[38].xxyw
mad r1.yzw, v0.xxxx, cb1[37].xxyw, r1.yyzw
mad r1.xyz, r1.xxxx, cb1[39].xywx, r1.yzwy
add r1.xyz, r1.xyzx, cb1[40].xywx
div r1.xyz, r1.xxyx, r1.zzzz
add r1.xyz, r1.xyzx, -cb1[57].xxyx
mul r1.xyz, r1.yzxy, l(0.00195312500, 0.00195312500, 0.00195312500, 0.000000)
mov r1.w, l(0)
mad r2.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mad r0.xw, r2.zzzy, l(2.000000, 0.000000, 0.000000, 1.000000), r1.zzzw
mul r3.xw, cb2[11].zzzz, l(0.050000, 0.000000, 0.000000, -0.500000)
mov r3.yz, l(0,0,0,0)
mad r4.xy, r0.xwxx, cb3[1].xyxx, r3.xyxx
sample_indexable(texture2d)(float,float,float,float) r2.w, r4.xyxx, t0.yzwx, s0
mad r4.xyzw, r2.zyzy, l(4.000000, 1.000000, 2.000000, 1.000000), r1.xyxy
mad r4.xy, r4.xyxx, cb3[1].xyxx, r3.zwzz
sample_indexable(texture2d)(float,float,float,float) r4.x, r4.xyxx, t1.yxzw, s1
mad r2.w, r4.x, cb3[9].w, r2.w
mad r4.xy, r2.zyzz, l(8.000000, 1.000000, 0.000000, 0.000000), r1.xyxx
mad r3.zw, r4.xxxy, cb3[1].xxxy, r3.zzzw
sample_indexable(texture2d)(float,float,float,float) r3.z, r3.zwzz, t1.xzyw, s1
mul r1.x, cb2[11].z, l(-0.050000)
mov r1.yw, l(0,0,0,0.500000)
mad r0.xw, r0.xxxw, cb3[1].xxxy, r1.xxxy
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xwxx, t0.yxzw, s0
mad r0.x, r3.z, cb3[9].w, r0.x
mul r0.x, r0.x, r2.w
mul r0.y, r0.y, l(0.500000)
mad r0.w, r0.z, l(0.500000), l(0.500000)
add r0.yz, r1.zzwz, r0.wwyw
mad r0.yz, r0.yyzy, cb3[1].xxyx, r3.xxyx
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t0.xyzw, s0
mov r1.x, l(0)
mov r1.y, -cb2[11].z
mad r0.zw, r4.zzzw, cb3[1].xxxy, r1.xxxy
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t1.xyzw, s1
mad r0.y, r0.z, cb3[9].w, r0.y
mad r0.z, r0.x, r0.y, cb3[10].w
mad r0.xy, -r0.xxxx, r0.yyyy, cb3[10].xyxx
mad_sat r0.xy, r0.xyxx, l(41.000000, 41.000000, 0.000000, 0.000000), l(-20.000000, -20.000000, 0.000000, 0.000000)
mul r1.x, r2.y, l(9.999998)
mov_sat r1.x, r1.x
mad r0.w, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r0.w, r0.w, r1.x
add r1.xy, -r2.yzyy, l(1.000000, 1.000000, 0.000000, 0.000000)
mul_sat r1.x, r1.x, l(2.500000)
mad r1.z, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.z
mul r0.w, r0.w, r1.x
mul r0.z, r0.w, r0.z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), cb3[11].x
mul_sat r1.x, r0.w, r2.z
mul_sat r0.w, r0.w, r1.y
mad r1.y, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.y
mad r1.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, r1.x
mul r0.z, r0.w, r0.z
round_ni_sat r0.z, r0.z
mad r0.w, r2.x, l(2.000000), l(-1.000000)
mad_sat r0.w, -|r0.w|, l(4.000000), l(4.000000)
mul r0.z, r0.w, r0.z
mul r0.z, r0.z, cb0[12].x
mov o0.w, r0.z
mov r1.y, l(1.000000)
mov r1.z, cb3[1].y
mul r1.xy, r1.yzyy, r2.zyzz
mul r2.xyzw, r2.zyzy, cb3[1].xyxy
mul r2.xyzw, r2.xzyw, l(0.500000, 2.000000, 5.000000, 5.000000)
mov r3.y, cb3[1].x
mov r3.z, l(5.000000)
mul r1.yz, r1.xxyx, r3.yyzy
mad r1.x, cb2[11].z, l(-0.125000), r1.y
add r1.xy, r1.xzxx, l(0.000000, 0.050000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t0.xywz, s0
mad r2.xy, cb2[11].zzzz, l(0.050000, -0.100000, 0.000000, 0.000000), r2.xyxx
add r1.xyzw, r2.xzyw, l(0.000000, 0.050000, 0.000000, 0.050000)
sample_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t0.zxyw, s0
sample_indexable(texture2d)(float,float,float,float) r1.y, r1.zwzz, t0.xzyw, s0
mul r0.w, r0.w, r1.x
mul r0.w, r1.y, r0.w
mad_sat r0.w, r0.w, l(5.000000), l(-2.000000)
mul r0.w, r0.w, cb3[9].z
add r0.x, -r0.x, l(1.000000)
add r1.xyz, cb3[4].xyzx, -cb3[5].xyzx
mad r1.xyz, r0.yyyy, r1.xyzx, cb3[5].xyzx
mul r2.xyz, r1.xyzx, cb3[10].zzzz
mul_sat o3.xyz, r1.xyzx, cb3[7].xyzx
mad r0.xyw, r0.wwww, r0.xxxx, r2.xyxz
add r0.xyw, r0.xyxw, cb3[6].xyxz
max o0.xyz, r0.xywx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o2.w, r0.z
mov o3.w, r0.z
mad o2.z, cb2[8].y, l(0.500000), cb2[8].x
mov o2.xy, l(0,0.500000,0,0)
ret 
// Approximately 0 instruction slots used

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