// Blurry effect on MEDIUM
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);




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


void main( 
  float4 v0 : TEXCOORD0,
  nointerpolation float4 v1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = t0.Sample(s0_s, v0.xy).xyzw;
  o0.xyzw = v1.xyzw * r0.xyzw;
  
  o0 = 0;
  
  return;
  
  
  
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.34 on Wed Mar 23 19:12:41 2016
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy  
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xy
dcl_input_ps constant v1.xyzw
dcl_output o0.xyzw
dcl_temps 1
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v0.xyxx, t0.xyzw, s0
mul o0.xyzw, r0.xyzw, v1.xyzw
ret 
// Approximately 0 instruction slots used

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