// AO

cbuffer cb0 : register(b0)
{
  float4 cb0[22] : packoffset(c0);
}

SamplerState s0_s_s : register(s0);
SamplerState s1_s_s : register(s1);
SamplerState s2_s_s : register(s2);
Texture2D<float4> t0 : register(t0);
Texture2D<float4> t1 : register(t1);
Texture2D<float4> t2 : register(t2);


// 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;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = t0.SampleLevel(s0_s_s, v0.xy, 0).w;
  r0.x = 255 * r0.x;
  r0.x = round(r0.x);
  r0.x = (uint)r0.x;
  r0.x = (uint)r0.x;
  r0.x = (int)r0.x;
  r0.x = (int)r0.x & 15;
  r0.x = (int)r0.x;
  r0.x = cmp(0 != r0.x);
  r0.x = r0.x ? cb0[21].z : 0;
  r0.y = t1.SampleLevel(s1_s_s, v0.xy, 0).w;
  r0.z = t2.SampleLevel(s2_s_s, v0.xy, 0).x;
  r0.y = r0.z * r0.y + -1;
  
  r0.x = 0;
  
  o0.xyzw = r0.xxxx * r0.yyyy + float4(1,1,1,1);
  
  
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
//   using 3Dmigoto v1.2.57 on Sun Jun 04 20:52:26 2017
//
//
// Buffer Definitions: 
//
// cbuffer cb0
// {
//
//   float4 cb0[22];                    // Offset:    0 Size:   352
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// s2_s                              sampler      NA          NA    2        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy  
//
//
// 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[22], 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 linear noperspective v0.xy
dcl_output o0.xyzw
dcl_temps 1
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.wxyz, s0, l(0.000000)
mul r0.x, r0.x, l(255.000000)
round_ne r0.x, r0.x
ftou r0.x, r0.x
utof r0.x, r0.x
ftoi r0.x, r0.x
and r0.x, r0.x, l(15)
itof r0.x, r0.x
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), r0.x
and r0.x, r0.x, cb0[21].z
sample_l_indexable(texture2d)(float,float,float,float) r0.y, v0.xyxx, t1.xwyz, s1, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.z, v0.xyxx, t2.yzxw, s2, l(0.000000)
mad r0.y, r0.z, r0.y, l(-1.000000)
mad o0.xyzw, r0.xxxx, r0.yyyy, l(1.000000, 1.000000, 1.000000, 1.000000)
ret 
// Approximately 15 instruction slots used

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