// Layer Map
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[53];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[1];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[72];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float2 v2 : TEXCOORD1,
  uint v3 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = cb3[0].x * cb0[56].w;
  r0.yz = v2.xy / v1.ww;
  r1.xy = v1.xy / v1.ww;
  r1.zw = min(cb2[22].zw, r1.xy);
  r0.w = t3.Sample(s0_s, r1.xy).w;
  r0.w = cmp(r0.w >= 0.5);
  r0.w = r0.w ? 0 : 1;
  r1.z = t0.Sample(s0_s, r1.zw).x;
  r1.xy = r1.zz * r0.yz;
  r1.w = 1;
  
  //Fix
  float4 stereo = StereoParams.Load(0);
  r1.x += stereo.x * (r1.z - stereo.y) * cb2[21].x;
  
  r2.x = dot(cb0[4].xyzw, r1.xyzw);
  r2.y = dot(cb0[5].xyzw, r1.xyzw);
  r1.x = dot(cb0[6].xyzw, r1.xyzw);
  r2.xyzw = t1.Sample(s1_s, r2.xy).xyzw;
  r0.x = r2.w * r0.x;
  r2.xyz = cb0[56].xyz * r2.xyz;
  r1.y = 0;
  r1.xyzw = t2.Sample(s1_s, r1.yx).xyzw;
  r0.x = r1.w * r0.x;
  r1.xyz = r2.xyz * r1.xyz + float3(-1,-1,-1);
  r0.x = r0.x * r0.w;
  r0.y = saturate(20 * r0.x);
  o0.w = r0.x;
  r0.x = r0.y * -2 + 3;
  r0.y = r0.y * r0.y;
  r0.x = r0.x * r0.y;
  o0.xyz = r0.xxx * r1.xyz + float3(1,1,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.6Eng2 on Sun Mar 18 16:12:39 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xy          2     NONE   float   xy
// SV_IsFrontFace           0   x           3    FFACE    uint
//
//
// 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[72], immediateIndexed
dcl_constantbuffer cb3[1], immediateIndexed
dcl_constantbuffer cb2[53], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, 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_resource_texture2d (float,float,float,float) t3
dcl_input_ps linear v1.xyw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 3
mul r0.x, cb0[56].w, cb3[0].x
div r0.yz, v2.xxyx, v1.wwww
div r1.xy, v1.xyxx, v1.wwww
min r1.zw, r1.xxxy, cb2[22].zzzw
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t3.xyzw, s0
ge r0.w, r0.w, l(0.500000)
movc r0.w, r0.w, l(0), l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.yzxw, s0
mul r1.xy, r0.yzyy, r1.zzzz
mov r1.w, l(1.000000)
dp4 r2.x, cb0[4].xyzw, r1.xyzw
dp4 r2.y, cb0[5].xyzw, r1.xyzw
dp4 r1.x, cb0[6].xyzw, r1.xyzw
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r2.xyxx, t1.xyzw, s1
mul r0.x, r0.x, r2.w
mul r2.xyz, r2.xyzx, cb0[56].xyzx
mov r1.y, l(0)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.yxyy, t2.xyzw, s1
mul r0.x, r0.x, r1.w
mad r1.xyz, r2.xyzx, r1.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r0.x, r0.w, r0.x
mul_sat r0.y, r0.x, l(20.000000)
mov o0.w, r0.x
mad r0.x, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mul r0.x, r0.y, r0.x
mad o0.xyz, r0.xxxx, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
ret
// Approximately 0 instruction slots used

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