// ---- Created with 3Dmigoto v1.3.11 on Sun Jan 06 11:28:16 2019 - no fix here

Texture2DMS<float4,4> t_sssMaskSampler : register(t1);
Texture2DMS<float4,4> t_albedoSampler : register(t4);


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


void main(
  float4 v0 : SV_Position0,
  float2 v1 : TEXCOORD0,
  uint v2 : SV_SampleIndex0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = (uint2)v0.xy;
  r0.zw = float2(0,0);
  r1.x = t_sssMaskSampler.Load(r0.xy, v2.x).w;
  r0.xyzw = t_albedoSampler.Load(r0.xy, v2.x).xyzw;
  r1.x = -9.99999975e-005 + r1.x;
  r1.x = cmp(r1.x < 0);
  if (r1.x != 0) discard;
  o0.xyz = sqrt(r0.xyz);
  o0.w = r0.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.11 on Sun Jan 06 11:28:16 2019
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// t_sssMaskSampler                  texture  float4       2dMS4    1        1
// t_albedoSampler                   texture  float4       2dMS4    4        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xy          1     NONE   float
// SV_SampleIndex           0   x           2   SAMPLE    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
// Pixel Shader runs at sample frequency
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_resource_texture2dms(4) (float,float,float,float) t1
dcl_resource_texture2dms(4) (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps_sgv v2.x, sampleIndex
dcl_output o0.xyzw
dcl_temps 2
ftou r0.xy, v0.xyxx
mov r0.zw, l(0,0,0,0)
ldms_indexable(texture2dms)(float,float,float,float) r1.x, r0.xyww, t1.wxyz, v2.x
ldms_indexable(texture2dms)(float,float,float,float) r0.xyzw, r0.xyzw, t4.xyzw, v2.x
add r1.x, r1.x, l(-0.000100)
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
sqrt o0.xyz, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 10 instruction slots used

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