//general shadow drawer
// ---- Created with 3Dmigoto v1.3.11 on Sun Jul 29 14:45:40 2018
Texture2D<float4> t32 : register(t32);

SamplerState s13_s : register(s13);

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




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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  uint v2 : InstanceID0,
  uint v3 : SV_IsFrontFace0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = t32.Sample(s13_s, v1.xy).w;
  r0.x = -cb3[0].z + r0.x;
  r0.x = cmp(r0.x < 0);
  if (r0.x != 0) discard;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sun Jul 29 14:45:40 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// InstanceID               0   x           2     NONE    uint
// SV_IsFrontFace           0   x           3    FFACE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb3[1], immediateIndexed
dcl_sampler s13, mode_default
dcl_resource_texture2d (float,float,float,float) t32
dcl_input_ps linear v1.xy
dcl_temps 1
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t32.wxyz, s13
add r0.x, r0.x, -cb3[0].z
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
ret
// Approximately 0 instruction slots used

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