//Haloing
//VS 663ddc1ea30e2e6c
SamplerState diffuseMapSampler_s : register(s0);
SamplerState _SceneMapSampler_s : register(s1);
Texture2D<float4> diffuseMapSampler : register(t0);
Texture2D<float4> _SceneMapSampler : register(t1);

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main( 
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.w = 1;
  r1.w = 1;
  r2.w = 1;
  r3.w = 1;
  r4.x = diffuseMapSampler.Sample(diffuseMapSampler_s, v1.xy).w;
  r4.x = r4.x * 2 + -1;
  r4.x = 1 + -abs(r4.x);
  r4.x = sqrt(r4.x);
  r4.yz = v3.xy / v3.ww;
  r5.xy = v2.xy / v2.ww;
  r4.yz = -r5.xy + r4.yz;
  r5.zw = -r4.yz * float2(0.125,0.125) + r5.xy;
  r6.xyz = _SceneMapSampler.Sample(_SceneMapSampler_s, r5.zw).xyz;
  r2.xyz = r6.xyz;
  r6.xyz = _SceneMapSampler.Sample(_SceneMapSampler_s, r5.xy).xyz;
  r3.xyz = r6.xyz;
  r2.xyzw = r4.xxxx * r2.xyzw + r3.xyzw;
  r3.xy = -r4.yz * float2(0.25,0.25) + r5.xy;
  r3.xyz = _SceneMapSampler.Sample(_SceneMapSampler_s, r3.xy).xyz;
  r1.xyz = r3.xyz;
  r1.xyzw = r4.xxxx * r1.xyzw + r2.xyzw;
  r2.xy = -r4.yz * float2(0.375,0.375) + r5.xy;
  r2.xyz = _SceneMapSampler.Sample(_SceneMapSampler_s, r2.xy).xyz;
  r0.xyz = r2.xyz;
  r0.xyzw = r4.xxxx * r0.xyzw + r1.xyzw;
  r1.w = 1;
  r2.xy = -r4.yz * float2(0.5,0.5) + r5.xy;
  r2.xyz = _SceneMapSampler.Sample(_SceneMapSampler_s, r2.xy).xyz;
  r1.xyz = r2.xyz;
  r0.xyzw = r4.xxxx * r1.xyzw + r0.xyzw;
  r1.w = 1;
  r2.xy = -r4.yz * float2(0.625,0.625) + r5.xy;
  r2.xyz = _SceneMapSampler.Sample(_SceneMapSampler_s, r2.xy).xyz;
  r1.xyz = r2.xyz;
  r0.xyzw = r4.xxxx * r1.xyzw + r0.xyzw;
  r1.w = 1;
  r2.xy = -r4.yz * float2(0.75,0.75) + r5.xy;
  r2.zw = -r4.yz * float2(0.875,0.875) + r5.xy;
  r3.xyz = _SceneMapSampler.Sample(_SceneMapSampler_s, r2.zw).xyz;
  r2.xyz = _SceneMapSampler.Sample(_SceneMapSampler_s, r2.xy).xyz;
  r1.xyz = r2.xyz;
  r0.xyzw = r4.xxxx * r1.xyzw + r0.xyzw;
  r3.w = 1;
  r0.xyzw = r4.xxxx * r3.xyzw + r0.xyzw;
  o0.xyzw = r0.xyzw / r0.wwww;
  
  //o0 = 0;
  
  return;
}