// HUD - Black screen
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[7];
}




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


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

  r0.yw = float2(0.125,0.375);
  r1.xyzw = t0.Sample(s0_s, v1.xy).zxyw;
  r0.xz = r1.yz;
  r2.xyzw = t1.Sample(s1_s, r0.zw).xyzw;
  r0.xyzw = t1.Sample(s1_s, r0.xy).xyzw;
  r2.xyz = float3(0,1,0) * r2.xyz;
  r0.xyz = r0.xyz * float3(1,0,0) + r2.xyz;
  o0.w = r1.w;
  r1.y = 0.625;
  r1.xyzw = t1.Sample(s1_s, r1.xy).xyzw;
  r0.xyz = r1.xyz * float3(0,0,1) + r0.xyz;
  r1.xyz = cb0[3].xyz * r0.xyz;
  r1.xz = r1.xx + r1.yz;
  r0.w = r1.y * r1.z;
  r1.x = r0.z * cb0[3].z + r1.x;
  r0.w = sqrt(r0.w);
  r0.w = dot(cb0[3].ww, r0.ww);
  r0.w = r1.x + r0.w;
  r0.xyz = r0.xyz + -r0.www;
  o0.xyz = cb0[6].xxx * r0.xyz + r0.www;
// float4 stereo = StereoParams.Load(0);
// float4 params = IniParams.Load(0);
// if(params.x==1)
// {
	// o0.w=0;
// }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.43 on Wed Aug 17 23:16:07 2016
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[7], 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_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
mov r0.yw, l(0,0.125000,0,0.375000)
sample r1.xyzw, v1.xyxx, t0.zxyw, s0
mov r0.xz, r1.yyzy
sample r2.xyzw, r0.zwzz, t1.xyzw, s1
sample r0.xyzw, r0.xyxx, t1.xyzw, s1
mul r2.xyz, r2.xyzx, l(0.000000, 1.000000, 0.000000, 0.000000)
mad r0.xyz, r0.xyzx, l(1.000000, 0.000000, 0.000000, 0.000000), r2.xyzx
mov o0.w, r1.w
mov r1.y, l(0.625000)
sample r1.xyzw, r1.xyxx, t1.xyzw, s1
mad r0.xyz, r1.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000), r0.xyzx
mul r1.xyz, r0.xyzx, cb0[3].xyzx
add r1.xz, r1.yyzy, r1.xxxx
mul r0.w, r1.z, r1.y
mad r1.x, r0.z, cb0[3].z, r1.x
sqrt r0.w, r0.w
dp2 r0.w, cb0[3].wwww, r0.wwww
add r0.w, r0.w, r1.x
add r0.xyz, -r0.wwww, r0.xyzx
mad o0.xyz, cb0[6].xxxx, r0.xyzx, r0.wwww
ret 
// Approximately 0 instruction slots used

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